365 lines
14 KiB
Plaintext
365 lines
14 KiB
Plaintext
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// ------------------------------------------
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// No shadows
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Shader "Universal Render Pipeline/Particles/Lit"
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{
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Properties
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{
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[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
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[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_MetallicGlossMap("Metallic Map", 2D) = "white" {}
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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[HDR] _EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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// -------------------------------------
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// Particle specific
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_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
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_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
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_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
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_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
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_DistortionBlend("Distortion Blend", Range(0.0, 1.0)) = 0.5
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_DistortionStrength("Distortion Strength", Float) = 1.0
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// -------------------------------------
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// Hidden properties - Generic
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_Surface("__surface", Float) = 0.0
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_Blend("__mode", Float) = 0.0
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_Cull("__cull", Float) = 2.0
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[ToggleUI] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _BlendOp("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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// Particle specific
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_ColorMode("_ColorMode", Float) = 0.0
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[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
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[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
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[ToggleUI] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
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[ToggleUI] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
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[ToggleUI] _DistortionEnabled("__distortionenabled", Float) = 0.0
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[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
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// Editmode props
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_QueueOffset("Queue offset", Float) = 0.0
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// ObsoleteProperties
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[HideInInspector] _FlipbookMode("flipbook", Float) = 0
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[HideInInspector] _Glossiness("gloss", Float) = 0
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[HideInInspector] _Mode("mode", Float) = 0
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[HideInInspector] _Color("color", Color) = (1,1,1,1)
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}
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HLSLINCLUDE
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//Particle shaders rely on "write" to CB syntax which is not supported by DXC
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#pragma never_use_dxc
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ENDHLSL
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"IgnoreProjector" = "True"
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"PreviewType" = "Plane"
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"PerformanceChecks" = "False"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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}
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// ------------------------------------------------------------------
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// Forward pass.
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "ForwardLit"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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// -------------------------------------
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// Particle Keywords
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON
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#pragma shader_feature_local _SOFTPARTICLES_ON
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#pragma shader_feature_local _FADING_ON
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#pragma shader_feature_local _DISTORTION_ON
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#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma instancing_options procedural:ParticleInstancingSetup
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#pragma vertex ParticlesLitVertex
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#pragma fragment ParticlesLitFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// GBuffer pass.
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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#pragma exclude_renderers gles
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Particle Keywords
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//#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON
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//#pragma shader_feature _SOFTPARTICLES_ON
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//#pragma shader_feature _FADING_ON
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//#pragma shader_feature _DISTORTION_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:ParticleInstancingSetup
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#pragma vertex ParticlesGBufferVertex
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#pragma fragment ParticlesGBufferFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// Depth Only pass.
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ _ALPHATEST_ON
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#pragma shader_feature_local _ _FLIPBOOKBLENDING_ON
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:ParticleInstancingSetup
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ _NORMALMAP
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#pragma shader_feature_local _ _FLIPBOOKBLENDING_ON
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#pragma shader_feature_local _ _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:ParticleInstancingSetup
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// Scene view outline pass.
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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HLSLPROGRAM
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#define PARTICLES_EDITOR_META_PASS
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#pragma target 2.0
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// -------------------------------------
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// Particle Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:ParticleInstancingSetup
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#pragma vertex vertParticleEditor
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#pragma fragment fragParticleSceneHighlight
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// Scene picking buffer pass.
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Pass
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{
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Name "ScenePickingPass"
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Tags{ "LightMode" = "Picking" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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HLSLPROGRAM
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#define PARTICLES_EDITOR_META_PASS
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#pragma target 2.0
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// -------------------------------------
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// Particle Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:ParticleInstancingSetup
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#pragma vertex vertParticleEditor
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#pragma fragment fragParticleScenePicking
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Universal2D"
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Tags{ "LightMode" = "Universal2D" }
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
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ENDHLSL
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}
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}
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Fallback "Universal Render Pipeline/Particles/Simple Lit"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesLitShader"
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}
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