163 lines
5.9 KiB
HLSL
163 lines
5.9 KiB
HLSL
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#ifndef UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
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#define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
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void InitializeInputData(VaryingsParticle input, SurfaceData surfaceData, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS.xyz;
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#ifdef _NORMALMAP
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half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
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inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
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inputData.normalWS = TransformTangentToWorld(surfaceData.normalTS, inputData.tangentToWorld);
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#else
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half3 viewDirWS = input.viewDirWS;
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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viewDirWS = SafeNormalize(viewDirWS);
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inputData.viewDirectionWS = viewDirWS;
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w);
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inputData.vertexLighting = 0;
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#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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input.clipPos.xy,
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input.probeOcclusion,
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inputData.shadowMask);
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#else
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inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
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inputData.shadowMask = 1;
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inputData.shadowCoord = 0;
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#if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS)
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inputData.vertexSH = input.vertexSH;
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#endif
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}
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void InitializeSurfaceData(ParticleParams particleParams, out SurfaceData surfaceData)
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{
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surfaceData = (SurfaceData)0;
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half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams);
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half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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#if defined (_DISTORTION_ON)
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albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition);
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#endif
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#if defined(_EMISSION)
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half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb;
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#else
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const half3 emission = 0;
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#endif
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surfaceData.albedo = albedo.rgb;
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surfaceData.specular = 0;
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surfaceData.normalTS = normalTS;
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surfaceData.emission = emission;
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surfaceData.metallic = 0;
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surfaceData.smoothness = 1;
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surfaceData.occlusion = 1;
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surfaceData.alpha = albedo.a;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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VaryingsParticle vertParticleUnlit(AttributesParticle input)
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{
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VaryingsParticle output = (VaryingsParticle)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half fogFactor = 0.0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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// position ws is used to compute eye depth in vertFading
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output.positionWS.xyz = vertexInput.positionWS;
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output.positionWS.w = fogFactor;
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output.clipPos = vertexInput.positionCS;
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output.color = GetParticleColor(input.color);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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#ifdef _NORMALMAP
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normalWS = half3(normalInput.normalWS);
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output.viewDirWS = viewDirWS;
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#endif
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#if defined(_FLIPBOOKBLENDING_ON)
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
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#else
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
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#endif
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#else
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GetParticleTexcoords(output.texcoord, input.texcoords.xy);
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#endif
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
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output.projectedPosition = vertexInput.positionNDC;
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#endif
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return output;
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}
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half4 fragParticleUnlit(VaryingsParticle input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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ParticleParams particleParams;
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InitParticleParams(input, particleParams);
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SurfaceData surfaceData;
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InitializeSurfaceData(particleParams, surfaceData);
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InputData inputData;
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InitializeInputData(input, surfaceData, inputData);
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, input.texcoord, _BaseMap);
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half4 finalColor = UniversalFragmentUnlit(inputData, surfaceData);
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
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finalColor.rgb *= aoFactor.directAmbientOcclusion;
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#endif
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finalColor.rgb = MixFog(finalColor.rgb, inputData.fogCoord);
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finalColor.a = OutputAlpha(finalColor.a, IsSurfaceTypeTransparent(_Surface));
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return finalColor;
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}
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#endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
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