166 lines
5.9 KiB
HLSL
166 lines
5.9 KiB
HLSL
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#ifndef UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
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#define UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
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// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
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CBUFFER_START(UnityPerMaterial)
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float4 _SoftParticleFadeParams;
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float4 _CameraFadeParams;
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float4 _BaseMap_ST;
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half4 _BaseColor;
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half4 _EmissionColor;
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half4 _BaseColorAddSubDiff;
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half _Cutoff;
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half _Metallic;
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half _Smoothness;
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half _BumpScale;
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half _DistortionStrengthScaled;
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half _DistortionBlend;
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half _Surface;
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CBUFFER_END
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
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TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
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#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
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#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
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#define CAMERA_NEAR_FADE _CameraFadeParams.x
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#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
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// Pre-multiplied alpha helper
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#if defined(_ALPHAPREMULTIPLY_ON)
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#define ALBEDO_MUL albedo
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#else
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#define ALBEDO_MUL albedo.a
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#endif
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half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
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{
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
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half4 colorAddSubDiff = half4(0, 0, 0, 0);
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#if defined (_COLORADDSUBDIFF_ON)
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colorAddSubDiff = _BaseColorAddSubDiff;
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#endif
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// No distortion Support
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albedo = MixParticleColor(albedo, half4(particleColor), colorAddSubDiff);
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AlphaDiscard(albedo.a, _Cutoff);
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#if defined(_SOFTPARTICLES_ON)
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ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition);
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#endif
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#if defined(_FADING_ON)
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ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
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#endif
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return albedo;
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}
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half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params)
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{
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor;
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half4 colorAddSubDiff = half4(0, 0, 0, 0);
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#if defined (_COLORADDSUBDIFF_ON)
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colorAddSubDiff = _BaseColorAddSubDiff;
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#endif
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// No distortion Support
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albedo = MixParticleColor(albedo, half4(params.vertexColor), colorAddSubDiff);
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AlphaDiscard(albedo.a, _Cutoff);
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#if defined(_SOFTPARTICLES_ON)
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ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params);
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#endif
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#if defined(_FADING_ON)
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ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition);
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#endif
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return albedo;
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}
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inline void InitializeParticleLitSurfaceData(float2 uv, float3 blendUv, float4 particleColor, float4 projectedPosition, out SurfaceData outSurfaceData)
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{
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half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, particleColor, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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#if defined(_METALLICSPECGLOSSMAP)
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half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), uv, blendUv).ra * half2(1.0, _Smoothness);
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#else
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half2 metallicGloss = half2(_Metallic, _Smoothness);
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#endif
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half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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#if defined(_EMISSION)
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half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv).rgb * _EmissionColor.rgb;
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#else
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half3 emission = half3(0, 0, 0);
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#endif
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#if defined(_DISTORTION_ON)
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albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
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#endif
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outSurfaceData = (SurfaceData)0;
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outSurfaceData.albedo = albedo.rgb;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.normalTS = normalTS;
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outSurfaceData.emission = emission;
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outSurfaceData.metallic = metallicGloss.r;
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outSurfaceData.smoothness = metallicGloss.g;
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outSurfaceData.occlusion = 1.0;
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outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a);
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outSurfaceData.alpha = albedo.a;
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outSurfaceData.clearCoatMask = half(0.0);
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outSurfaceData.clearCoatSmoothness = half(1.0);
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}
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inline void InitializeParticleLitSurfaceData(ParticleParams params, out SurfaceData outSurfaceData)
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{
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half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), params);
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#if defined(_METALLICSPECGLOSSMAP)
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half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), params.uv, params.blendUv).ra * half2(1.0, _Smoothness);
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#else
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half2 metallicGloss = half2(_Metallic, _Smoothness);
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#endif
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half3 normalTS = SampleNormalTS(params.uv, params.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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#if defined(_EMISSION)
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half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), params.uv, params.blendUv).rgb * _EmissionColor.rgb;
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#else
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half3 emission = half3(0, 0, 0);
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#endif
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#if defined(_DISTORTION_ON)
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albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, params.projectedPosition);
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#endif
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outSurfaceData = (SurfaceData)0;
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outSurfaceData.albedo = albedo.rgb;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.normalTS = normalTS;
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outSurfaceData.emission = emission;
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outSurfaceData.metallic = metallicGloss.r;
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outSurfaceData.smoothness = metallicGloss.g;
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outSurfaceData.occlusion = 1.0;
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outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a);
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outSurfaceData.alpha = albedo.a;
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outSurfaceData.clearCoatMask = half(0.0);
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outSurfaceData.clearCoatSmoothness = half(1.0);
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}
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#endif // UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
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