Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#ifndef UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
#define UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _SoftParticleFadeParams;
float4 _CameraFadeParams;
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _EmissionColor;
half4 _BaseColorAddSubDiff;
half _Cutoff;
half _Metallic;
half _Smoothness;
half _BumpScale;
half _DistortionStrengthScaled;
half _DistortionBlend;
CBUFFER_END
TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
#define CAMERA_NEAR_FADE _CameraFadeParams.x
#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
// Pre-multiplied alpha helper
#if defined(_ALPHAPREMULTIPLY_ON)
#define ALBEDO_MUL albedo
#else
#define ALBEDO_MUL albedo.a
#endif
half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
// No distortion Support
albedo = MixParticleColor(albedo, particleColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#if defined(_SOFTPARTICLES_ON)
ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition);
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
#endif
return albedo;
}
inline void InitializeParticleLitSurfaceData(float2 uv, float3 blendUv, float4 particleColor, float4 projectedPosition, out SurfaceData outSurfaceData)
{
half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, particleColor, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
#if defined(_METALLICSPECGLOSSMAP)
half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), uv, blendUv).ra * half2(1.0, _Smoothness);
#else
half2 metallicGloss = half2(_Metallic, _Smoothness);
#endif
half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#if defined(_EMISSION)
half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv) * _EmissionColor.rgb;
#else
half3 emission = half3(0 ,0 ,0 );
#endif
#if defined(_DISTORTION_ON)
albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
#endif
outSurfaceData.albedo = albedo.rgb;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.normalTS = normalTS;
outSurfaceData.emission = emission;
outSurfaceData.metallic = metallicGloss.r;
outSurfaceData.smoothness = metallicGloss.g;
outSurfaceData.occlusion = 1.0;
outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a);
outSurfaceData.alpha = albedo.a;
}
#endif // UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED