#ifndef UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED #define UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" struct AttributesParticle { float4 vertex : POSITION; float3 normal : NORMAL; half4 color : COLOR; #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED) float4 texcoords : TEXCOORD0; float texcoordBlend : TEXCOORD1; #else float2 texcoords : TEXCOORD0; #endif float4 tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsParticle { half4 color : COLOR; float2 texcoord : TEXCOORD0; float4 positionWS : TEXCOORD1; #ifdef _NORMALMAP float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else float3 normalWS : TEXCOORD2; float3 viewDirWS : TEXCOORD3; #endif #if defined(_FLIPBOOKBLENDING_ON) float3 texcoord2AndBlend : TEXCOORD5; #endif #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) float4 projectedPosition : TEXCOORD6; #endif #if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) float4 shadowCoord : TEXCOORD7; #endif float3 vertexSH : TEXCOORD8; // SH float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output) { output = (InputData)0; output.positionWS = input.positionWS.xyz; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); output.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #else half3 viewDirWS = input.viewDirWS; output.normalWS = input.normalWS; #endif output.normalWS = NormalizeNormalPerPixel(output.normalWS); #if SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif output.viewDirectionWS = viewDirWS; #if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) output.shadowCoord = input.shadowCoord; #else output.shadowCoord = float4(0, 0, 0, 0); #endif output.fogCoord = (half)input.positionWS.w; output.vertexLighting = half3(0.0h, 0.0h, 0.0h); output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS); } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// VaryingsParticle ParticlesLitVertex(AttributesParticle input) { VaryingsParticle output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent); half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; #if !SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif #ifdef _NORMALMAP output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #endif OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.positionWS.xyz = vertexInput.positionWS.xyz; output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z); output.clipPos = vertexInput.positionCS; output.color = input.color; output.texcoord = input.texcoords.xy; #ifdef _FLIPBOOKBLENDING_ON output.texcoord2AndBlend.xy = input.texcoords.zw; output.texcoord2AndBlend.z = input.texcoordBlend; #endif #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) output.projectedPosition = ComputeScreenPos(vertexInput.positionCS); #endif #if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) output.shadowCoord = GetShadowCoord(vertexInput); #endif return output; } half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; float3 blendUv = float3(0, 0, 0); #if defined(_FLIPBOOKBLENDING_ON) blendUv = input.texcoord2AndBlend; #endif float4 projectedPosition = float4(0,0,0,0); #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) projectedPosition = input.projectedPosition; #endif half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); half3 diffuse = AlphaModulate(albedo.rgb, albedo.a); half alpha = albedo.a; #if defined(_EMISSION) half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv) * _EmissionColor.rgb; #else half3 emission = half3(0, 0, 0); #endif half4 specularGloss = SampleSpecularSmoothness(uv, blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); half shininess = specularGloss.a; #if defined(_DISTORTION_ON) diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition); #endif InputData inputData; InitializeInputData(input, normalTS, inputData); half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } #endif // UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED