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- #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
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