#ifndef UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED #define UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS.xyz; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld); #else half3 viewDirWS = input.viewDirWS; inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #if SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w); inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h); inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); inputData.shadowMask = half4(1, 1, 1, 1); #if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS) inputData.vertexSH = input.vertexSH; #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// VaryingsParticle ParticlesLitVertex(AttributesParticle input) { VaryingsParticle output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); #ifdef _NORMALMAP output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normalWS = half3(normalInput.normalWS); output.viewDirWS = viewDirWS; #endif OUTPUT_SH(output.normalWS.xyz, output.vertexSH); half fogFactor = 0.0; #if !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.positionWS.xyz = vertexInput.positionWS.xyz; output.positionWS.w = fogFactor; output.clipPos = vertexInput.positionCS; output.color = GetParticleColor(input.color); #if defined(_FLIPBOOKBLENDING_ON) #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); #else GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); #endif #else GetParticleTexcoords(output.texcoord, input.texcoords.xy); #endif #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) output.projectedPosition = vertexInput.positionNDC; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif return output; } half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); ParticleParams particleParams; InitParticleParams(input, particleParams); half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams); half3 diffuse = AlphaModulate(albedo.rgb, albedo.a); half alpha = albedo.a; #if defined(_EMISSION) half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv) * _EmissionColor.rgb; #else half3 emission = half3(0, 0, 0); #endif half4 specularGloss = SampleSpecularSmoothness(particleParams.uv, particleParams.blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); #if defined(_DISTORTION_ON) diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition); #endif InputData inputData; InitializeInputData(input, normalTS, inputData); half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, specularGloss.a, emission, alpha, normalTS); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; } #endif // UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED