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250 lines
9.7 KiB
250 lines
9.7 KiB
Shader "Universal Render Pipeline/Particles/Unlit" |
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{ |
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Properties |
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{ |
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[MainTexture] _BaseMap("Base Map", 2D) = "white" {} |
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[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) |
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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_BumpMap("Normal Map", 2D) = "bump" {} |
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[HDR] _EmissionColor("Color", Color) = (0,0,0) |
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_EmissionMap("Emission", 2D) = "white" {} |
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// ------------------------------------- |
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// Particle specific |
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_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0 |
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_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0 |
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_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0 |
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_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0 |
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_DistortionBlend("Distortion Blend", Range(0.0, 1.0)) = 0.5 |
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_DistortionStrength("Distortion Strength", Float) = 1.0 |
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// ------------------------------------- |
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// Hidden properties - Generic |
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_Surface("__surface", Float) = 0.0 |
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_Blend("__mode", Float) = 0.0 |
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_Cull("__cull", Float) = 2.0 |
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[ToggleUI] _AlphaClip("__clip", Float) = 0.0 |
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[HideInInspector] _BlendOp("__blendop", Float) = 0.0 |
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[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
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// Particle specific |
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_ColorMode("_ColorMode", Float) = 0.0 |
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[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0) |
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[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0 |
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[ToggleUI] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0 |
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[ToggleUI] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0 |
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[ToggleUI] _DistortionEnabled("__distortionenabled", Float) = 0.0 |
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[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0) |
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[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0) |
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[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1 |
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// Editmode props |
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_QueueOffset("Queue offset", Float) = 0.0 |
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// ObsoleteProperties |
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[HideInInspector] _FlipbookMode("flipbook", Float) = 0 |
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[HideInInspector] _Mode("mode", Float) = 0 |
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[HideInInspector] _Color("color", Color) = (1,1,1,1) |
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} |
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HLSLINCLUDE |
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//Particle shaders rely on "write" to CB syntax which is not supported by DXC |
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#pragma never_use_dxc |
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ENDHLSL |
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SubShader |
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{ |
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Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline"} |
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// ------------------------------------------------------------------ |
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// Forward pass. |
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Pass |
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{ |
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Name "ForwardLit" |
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BlendOp[_BlendOp] |
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Blend[_SrcBlend][_DstBlend] |
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ZWrite[_ZWrite] |
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Cull[_Cull] |
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HLSLPROGRAM |
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#pragma target 2.0 |
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// ------------------------------------- |
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// Material Keywords |
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#pragma shader_feature_local _NORMALMAP |
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#pragma shader_feature_local_fragment _EMISSION |
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// ------------------------------------- |
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// Particle Keywords |
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON |
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#pragma shader_feature_local _SOFTPARTICLES_ON |
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#pragma shader_feature_local _FADING_ON |
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#pragma shader_feature_local _DISTORTION_ON |
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#pragma shader_feature_local_fragment _ALPHATEST_ON |
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT |
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#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON |
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile_fog |
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#pragma multi_compile_instancing |
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION |
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#pragma multi_compile_fragment _ DEBUG_DISPLAY |
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#pragma instancing_options procedural:ParticleInstancingSetup |
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#pragma vertex vertParticleUnlit |
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#pragma fragment fragParticleUnlit |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl" |
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ENDHLSL |
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} |
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// ------------------------------------------------------------------ |
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// Depth Only pass. |
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Pass |
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{ |
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Name "DepthOnly" |
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Tags{"LightMode" = "DepthOnly"} |
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ZWrite On |
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ColorMask 0 |
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Cull[_Cull] |
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HLSLPROGRAM |
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#pragma target 2.0 |
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// ------------------------------------- |
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// Material Keywords |
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#pragma shader_feature_local _ _ALPHATEST_ON |
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#pragma shader_feature_local _ _FLIPBOOKBLENDING_ON |
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile_instancing |
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#pragma instancing_options procedural:ParticleInstancingSetup |
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#pragma vertex DepthOnlyVertex |
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#pragma fragment DepthOnlyFragment |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl" |
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ENDHLSL |
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} |
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// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer. |
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Pass |
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{ |
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Name "DepthNormalsOnly" |
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Tags{"LightMode" = "DepthNormalsOnly"} |
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ZWrite On |
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Cull[_Cull] |
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HLSLPROGRAM |
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#pragma exclude_renderers gles gles3 glcore |
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#pragma target 4.5 |
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#pragma vertex DepthNormalsVertex |
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#pragma fragment DepthNormalsFragment |
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// ------------------------------------- |
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// Material Keywords |
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#pragma shader_feature_local _ _NORMALMAP |
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#pragma shader_feature_local _ _ALPHATEST_ON |
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant |
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//-------------------------------------- |
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// GPU Instancing |
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#pragma multi_compile_instancing |
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#pragma multi_compile _ DOTS_INSTANCING_ON |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl" |
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ENDHLSL |
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} |
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// ------------------------------------------------------------------ |
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// Scene view outline pass. |
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Pass |
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{ |
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Name "SceneSelectionPass" |
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Tags { "LightMode" = "SceneSelectionPass" } |
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BlendOp Add |
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Blend One Zero |
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ZWrite On |
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Cull Off |
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HLSLPROGRAM |
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#define PARTICLES_EDITOR_META_PASS |
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#pragma target 2.0 |
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// ------------------------------------- |
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// Particle Keywords |
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#pragma shader_feature_local_fragment _ALPHATEST_ON |
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile_instancing |
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#pragma instancing_options procedural:ParticleInstancingSetup |
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#pragma vertex vertParticleEditor |
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#pragma fragment fragParticleSceneHighlight |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl" |
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ENDHLSL |
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} |
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// ------------------------------------------------------------------ |
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// Scene picking buffer pass. |
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Pass |
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{ |
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Name "ScenePickingPass" |
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Tags{ "LightMode" = "Picking" } |
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BlendOp Add |
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Blend One Zero |
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ZWrite On |
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Cull Off |
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HLSLPROGRAM |
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#define PARTICLES_EDITOR_META_PASS |
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#pragma target 2.0 |
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// ------------------------------------- |
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// Particle Keywords |
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#pragma shader_feature_local_fragment _ALPHATEST_ON |
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#pragma shader_feature_local _FLIPBOOKBLENDING_ON |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile_instancing |
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#pragma instancing_options procedural:ParticleInstancingSetup |
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#pragma vertex vertParticleEditor |
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#pragma fragment fragParticleScenePicking |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl" |
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ENDHLSL |
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} |
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} |
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FallBack "Hidden/Universal Render Pipeline/FallbackError" |
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesUnlitShader" |
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}
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