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97 lines
3.2 KiB
97 lines
3.2 KiB
#ifndef UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED |
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#define UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl" |
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// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. |
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CBUFFER_START(UnityPerMaterial) |
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float4 _SoftParticleFadeParams; |
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float4 _CameraFadeParams; |
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float4 _BaseMap_ST; |
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half4 _BaseColor; |
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half4 _EmissionColor; |
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half4 _BaseColorAddSubDiff; |
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half4 _SpecColor; |
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half _Cutoff; |
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half _Smoothness; |
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half _DistortionStrengthScaled; |
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half _DistortionBlend; |
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half _Surface; |
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CBUFFER_END |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" |
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); |
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#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x |
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#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y |
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#define CAMERA_NEAR_FADE _CameraFadeParams.x |
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#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y |
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#define _BumpScale 1.0 |
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half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap)) |
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{ |
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color; |
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half4 colorAddSubDiff = half4(0, 0, 0, 0); |
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#if defined (_COLORADDSUBDIFF_ON) |
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colorAddSubDiff = _BaseColorAddSubDiff; |
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#endif |
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albedo = MixParticleColor(albedo, half4(particleColor), colorAddSubDiff); |
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AlphaDiscard(albedo.a, _Cutoff); |
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#if defined(_SOFTPARTICLES_ON) |
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ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition); |
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#endif |
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#if defined(_FADING_ON) |
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ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition); |
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#endif |
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return albedo; |
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} |
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half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params) |
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{ |
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor; |
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half4 colorAddSubDiff = half4(0, 0, 0, 0); |
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#if defined (_COLORADDSUBDIFF_ON) |
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colorAddSubDiff = _BaseColorAddSubDiff; |
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#endif |
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albedo = MixParticleColor(albedo, half4(params.vertexColor), colorAddSubDiff); |
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AlphaDiscard(albedo.a, _Cutoff); |
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#if defined(_SOFTPARTICLES_ON) |
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ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params); |
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#endif |
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#if defined(_FADING_ON) |
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ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition); |
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#endif |
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return albedo; |
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} |
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half4 SampleSpecularSmoothness(float2 uv, float3 blendUv, half alpha, half4 specColor, TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap)) |
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{ |
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half4 specularGloss = half4(0, 0, 0, 1); |
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#ifdef _SPECGLOSSMAP |
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specularGloss = BlendTexture(TEXTURE2D_ARGS(specGlossMap, sampler_specGlossMap), uv, blendUv); |
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#elif defined(_SPECULAR_COLOR) |
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specularGloss = specColor; |
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#endif |
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA |
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specularGloss.a = alpha; |
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#endif |
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return specularGloss; |
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} |
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#endif // UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED
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