Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl

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2024-08-26 13:07:20 -07:00
#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_with_pragmas "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);
viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w);
inputData.vertexLighting = 0;
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.vertexSH,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.clipPos.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS);
#endif
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;
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_FOR_TEX(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, IsSurfaceTypeTransparent(_Surface));
return finalColor;
}
#endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED