Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Particles/ParticlesLit.shader

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2024-05-06 14:45:45 -04:00
// ------------------------------------------
// No shadows
Shader "Universal Render Pipeline/Particles/Lit"
{
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_MetallicGlossMap("Metallic Map", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// -------------------------------------
// Particle specific
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
_DistortionBlend("Distortion Blend", Range(0.0, 1.0)) = 0.5
_DistortionStrength("Distortion Strength", Float) = 1.0
// -------------------------------------
// Hidden properties - Generic
_Surface("__surface", Float) = 0.0
_Blend("__mode", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
// Particle specific
_ColorMode("_ColorMode", Float) = 0.0
[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
[ToggleUI] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
[ToggleUI] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[ToggleUI] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _FlipbookMode("flipbook", Float) = 0
[HideInInspector] _Glossiness("gloss", Float) = 0
[HideInInspector] _Mode("mode", Float) = 0
[HideInInspector] _Color("color", Color) = (1,1,1,1)
}
HLSLINCLUDE
//Particle shaders rely on "write" to CB syntax which is not supported by DXC
#pragma never_use_dxc
ENDHLSL
SubShader
{
Tags
{
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
"PerformanceChecks" = "False"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
#pragma shader_feature_local _FADING_ON
#pragma shader_feature_local _DISTORTION_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// GBuffer pass.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Particle Keywords
//#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
//#pragma shader_feature _SOFTPARTICLES_ON
//#pragma shader_feature _FADING_ON
//#pragma shader_feature _DISTORTION_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex ParticlesGBufferVertex
#pragma fragment ParticlesGBufferFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Depth Only pass.
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _FLIPBOOKBLENDING_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene view outline pass.
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleSceneHighlight
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene picking buffer pass.
Pass
{
Name "ScenePickingPass"
Tags{ "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleScenePicking
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
Fallback "Universal Render Pipeline/Particles/Simple Lit"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesLitShader"
}