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- Shader "Universal Render Pipeline/Particles/Unlit"
- {
- 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
- _BumpMap("Normal Map", 2D) = "bump" {}
- [HDR] _EmissionColor("Color", Color) = (0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
- // -------------------------------------
- // 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] _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"}
- // ------------------------------------------------------------------
- // Forward pass.
- Pass
- {
- Name "ForwardLit"
- 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_fragment _EMISSION
- // -------------------------------------
- // 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 _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
- #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma instancing_options procedural:ParticleInstancingSetup
- #pragma vertex vertParticleUnlit
- #pragma fragment fragParticleUnlit
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.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/ParticlesUnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl"
- ENDHLSL
- }
- // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
- Pass
- {
- Name "DepthNormalsOnly"
- Tags{"LightMode" = "DepthNormalsOnly"}
- ZWrite On
- Cull[_Cull]
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex DepthNormalsVertex
- #pragma fragment DepthNormalsFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ _NORMALMAP
- #pragma shader_feature_local _ _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.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/ParticlesUnlitInput.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/ParticlesUnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.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
- }
- }
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesUnlitShader"
- }
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