#ifndef UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED #define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" void InitializeInputData(VaryingsParticle input, SurfaceData surfaceData, 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(surfaceData.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; inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w); inputData.vertexLighting = 0; inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); inputData.shadowMask = 1; inputData.shadowCoord = 0; #if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS) inputData.vertexSH = input.vertexSH; #endif } void InitializeSurfaceData(ParticleParams particleParams, out SurfaceData surfaceData) { surfaceData = (SurfaceData)0; half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams); half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); #if defined (_DISTORTION_ON) albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition); #endif #if defined(_EMISSION) half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb; #else const half3 emission = 0; #endif surfaceData.albedo = albedo.rgb; // NOTE: Pre-multiplied and modulated in SampleAlbedo(). surfaceData.specular = 0; surfaceData.normalTS = normalTS; surfaceData.emission = emission; surfaceData.metallic = 0; surfaceData.smoothness = 1; surfaceData.occlusion = 1; surfaceData.alpha = albedo.a; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// VaryingsParticle vertParticleUnlit(AttributesParticle input) { VaryingsParticle output = (VaryingsParticle)0; 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); half fogFactor = 0.0; #if !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif // position ws is used to compute eye depth in vertFading output.positionWS.xyz = vertexInput.positionWS; output.positionWS.w = fogFactor; output.clipPos = vertexInput.positionCS; output.color = GetParticleColor(input.color); 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 #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 return output; } half4 fragParticleUnlit(VaryingsParticle input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); ParticleParams particleParams; InitParticleParams(input, particleParams); SurfaceData surfaceData; InitializeSurfaceData(particleParams, surfaceData); InputData inputData; InitializeInputData(input, surfaceData, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.texcoord, _BaseMap); half4 finalColor = UniversalFragmentUnlit(inputData, surfaceData); #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV); finalColor.rgb *= aoFactor.directAmbientOcclusion; #endif finalColor.rgb = MixFog(finalColor.rgb, inputData.fogCoord); finalColor.a = OutputAlpha(finalColor.a, _Surface); return finalColor; } #endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED