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153 lines
5.6 KiB
153 lines
5.6 KiB
#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 "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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#if SHADER_HINT_NICE_QUALITY |
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viewDirWS = SafeNormalize(viewDirWS); |
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#endif |
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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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inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); |
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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; // NOTE: Pre-multiplied and modulated in SampleAlbedo(). |
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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(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, _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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