// ------------------------------------------ // 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_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_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 } Pass { Name "MotionVectors" Tags{ "LightMode" = "MotionVectors"} Tags { "RenderType" = "Opaque" } ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/OculusMotionVectorCore.hlsl" #pragma vertex vertParticles #pragma fragment frag ENDHLSL } } Fallback "Universal Render Pipeline/Particles/Simple Lit" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesLitShader" }