311 lines
12 KiB
Plaintext
311 lines
12 KiB
Plaintext
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] _SrcBlendAlpha("__srcA", Float) = 1.0
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[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
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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
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{
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"RenderType" = "Opaque"
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"IgnoreProjector" = "True"
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"PreviewType" = "Plane"
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"PerformanceChecks" = "False"
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"RenderPipeline" = "UniversalPipeline"
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}
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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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// -------------------------------------
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// Render State Commands
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
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ZWrite[_ZWrite]
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Cull[_Cull]
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AlphaToMask[_AlphaToMask]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex vertParticleUnlit
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#pragma fragment fragParticleUnlit
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#pragma instancing_options procedural:ParticleInstancingSetup
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// -------------------------------------
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// Includes
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
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#include_with_pragmas "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
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{
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"LightMode" = "DepthOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ColorMask R
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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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// Shader Stages
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include_with_pragmas "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
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{
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"LightMode" = "DepthNormalsOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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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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// Shader Stages
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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 instancing_options procedural:ParticleInstancingSetup
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include_with_pragmas "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
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{
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"LightMode" = "SceneSelectionPass"
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}
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// -------------------------------------
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// Render State Commands
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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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// Shader Stages
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#pragma vertex vertParticleEditor
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#pragma fragment fragParticleSceneHighlight
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
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#include_with_pragmas "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
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{
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"LightMode" = "Picking"
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}
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// -------------------------------------
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// Render State Commands
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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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// Shader Stages
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#pragma vertex vertParticleEditor
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#pragma fragment fragParticleScenePicking
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
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#include_with_pragmas "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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