UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl
2024-10-27 10:53:47 +03:00

239 lines
8.7 KiB
HLSL

#ifndef UNIVERSAL_PARTICLES_INCLUDED
#define UNIVERSAL_PARTICLES_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ParticlesInstancing.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
struct ParticleParams
{
float4 positionWS;
float4 vertexColor;
float4 projectedPosition;
half4 baseColor;
float3 blendUv;
float2 uv;
};
void InitParticleParams(VaryingsParticle input, out ParticleParams output)
{
output = (ParticleParams) 0;
output.uv = input.texcoord;
output.vertexColor = input.color;
#if defined(_FLIPBOOKBLENDING_ON)
output.blendUv = input.texcoord2AndBlend;
#else
output.blendUv = float3(0,0,0);
#endif
#if !defined(PARTICLES_EDITOR_META_PASS)
output.positionWS = input.positionWS;
output.baseColor = _BaseColor;
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
output.projectedPosition = input.projectedPosition;
#else
output.projectedPosition = float4(0,0,0,0);
#endif
#endif
}
// Pre-multiplied alpha helper
#if defined(_ALPHAPREMULTIPLY_ON)
#define ALBEDO_MUL albedo
#else
#define ALBEDO_MUL albedo.a
#endif
#if defined(_ALPHAPREMULTIPLY_ON)
#define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) albedo * val
#elif defined(_ALPHAMODULATE_ON)
#define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) half4(lerp(half3(1.0, 1.0, 1.0), albedo.rgb, albedo.a * val), albedo.a * val)
#else
#define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) albedo * half4(1.0, 1.0, 1.0, val)
#endif
// Color blending fragment function
half4 MixParticleColor(half4 baseColor, half4 particleColor, half4 colorAddSubDiff)
{
#if defined(_COLOROVERLAY_ON) // Overlay blend
half4 output = baseColor;
output.rgb = lerp(1 - 2 * (1 - baseColor.rgb) * (1 - particleColor.rgb), 2 * baseColor.rgb * particleColor.rgb, step(baseColor.rgb, 0.5));
output.a *= particleColor.a;
return output;
#elif defined(_COLORCOLOR_ON) // Color blend
half3 aHSL = RgbToHsv(baseColor.rgb);
half3 bHSL = RgbToHsv(particleColor.rgb);
half3 rHSL = half3(bHSL.x, bHSL.y, aHSL.z);
return half4(HsvToRgb(rHSL), baseColor.a * particleColor.a);
#elif defined(_COLORADDSUBDIFF_ON) // Additive, Subtractive and Difference blends based on 'colorAddSubDiff'
half4 output = baseColor;
output.rgb = baseColor.rgb + particleColor.rgb * colorAddSubDiff.x;
output.rgb = lerp(output.rgb, abs(output.rgb), colorAddSubDiff.y);
output.a *= particleColor.a;
return output;
#else // Default to Multiply blend
return baseColor * particleColor;
#endif
}
// Soft particles - returns alpha value for fading particles based on the depth to the background pixel
float SoftParticles(float near, float far, float4 projection)
{
float fade = 1;
if (near > 0.0 || far > 0.0)
{
float2 uv = UnityStereoTransformScreenSpaceTex(projection.xy / projection.w);
uv = FoveatedRemapLinearToNonUniform(uv);
float rawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv).r;
float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth);
float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams);
fade = saturate(far * ((sceneZ - near) - thisZ));
}
return fade;
}
// Soft particles - returns alpha value for fading particles based on the depth to the background pixel
float SoftParticles(float near, float far, ParticleParams params)
{
float fade = 1;
if (near > 0.0 || far > 0.0)
{
float2 uv = UnityStereoTransformScreenSpaceTex(params.projectedPosition.xy / params.projectedPosition.w);
uv = FoveatedRemapLinearToNonUniform(uv);
float rawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv).r;
float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth);
float thisZ = LinearEyeDepth(params.positionWS.xyz, GetWorldToViewMatrix());
fade = saturate(far * ((sceneZ - near) - thisZ));
}
return fade;
}
// Camera fade - returns alpha value for fading particles based on camera distance
half CameraFade(float near, float far, float4 projection)
{
float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams);
return half(saturate((thisZ - near) * far));
}
half3 AlphaModulateAndPremultiply(half3 albedo, half alpha)
{
#if defined(_ALPHAMODULATE_ON)
return AlphaModulate(albedo, alpha);
#elif defined(_ALPHAPREMULTIPLY_ON)
return AlphaPremultiply(albedo, alpha);
#endif
return albedo;
}
half3 Distortion(float4 baseColor, float3 normal, half strength, half blend, float4 projection)
{
float2 screenUV = (projection.xy / projection.w) + normal.xy * strength * baseColor.a;
screenUV = UnityStereoTransformScreenSpaceTex(screenUV);
float3 distortion = SampleSceneColor(screenUV);
return half3(lerp(distortion, baseColor.rgb, saturate(baseColor.a - blend)));
}
// Sample a texture and do blending for texture sheet animation if needed
half4 BlendTexture(TEXTURE2D_PARAM(_Texture, sampler_Texture), float2 uv, float3 blendUv)
{
half4 color = half4(SAMPLE_TEXTURE2D(_Texture, sampler_Texture, uv));
#ifdef _FLIPBOOKBLENDING_ON
half4 color2 = half4(SAMPLE_TEXTURE2D(_Texture, sampler_Texture, blendUv.xy));
color = lerp(color, color2, half(blendUv.z));
#endif
return color;
}
// Sample a normal map in tangent space
half3 SampleNormalTS(float2 uv, float3 blendUv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0))
{
#if defined(_NORMALMAP)
half4 n = BlendTexture(TEXTURE2D_ARGS(bumpMap, sampler_bumpMap), uv, blendUv);
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(n);
#else
return UnpackNormalScale(n, scale);
#endif
#else
return half3(0.0, 0.0, 1.0);
#endif
}
half4 GetParticleColor(half4 color)
{
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
#if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR)
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors);
color *= half4(UnpackFromR8G8B8A8(data.color));
#endif
#endif
return color;
}
void GetParticleTexcoords(out float2 outputTexcoord, out float3 outputTexcoord2AndBlend, in float4 inputTexcoords, in float inputBlend)
{
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
if (unity_ParticleUVShiftData.x != 0.0)
{
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
float numTilesX = unity_ParticleUVShiftData.y;
float2 animScale = unity_ParticleUVShiftData.zw;
#ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME
float sheetIndex = 0.0;
#else
float sheetIndex = data.animFrame;
#endif
float index0 = floor(sheetIndex);
float vIdx0 = floor(index0 / numTilesX);
float uIdx0 = floor(index0 - vIdx0 * numTilesX);
float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip
outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy;
#ifdef _FLIPBOOKBLENDING_ON
float index1 = floor(sheetIndex + 1.0);
float vIdx1 = floor(index1 / numTilesX);
float uIdx1 = floor(index1 - vIdx1 * numTilesX);
float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y);
outputTexcoord2AndBlend.xy = inputTexcoords.xy * animScale.xy + offset1.xy;
outputTexcoord2AndBlend.z = frac(sheetIndex);
#endif
}
else
#endif
{
outputTexcoord = inputTexcoords.xy;
#ifdef _FLIPBOOKBLENDING_ON
outputTexcoord2AndBlend.xy = inputTexcoords.zw;
outputTexcoord2AndBlend.z = inputBlend;
#endif
}
#ifndef _FLIPBOOKBLENDING_ON
outputTexcoord2AndBlend.xy = inputTexcoords.xy;
outputTexcoord2AndBlend.z = 0.5;
#endif
}
void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord)
{
float3 dummyTexcoord2AndBlend = 0.0;
GetParticleTexcoords(outputTexcoord, dummyTexcoord2AndBlend, inputTexcoord.xyxy, 0.0);
}
#endif // UNIVERSAL_PARTICLES_INCLUDED