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158 行
6.7 KiB
158 行
6.7 KiB
// ------------------------------------------
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// Only directional light is supported for lit particles
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// No shadow
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// No distortion
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Shader "Universal Render Pipeline/Particles/Simple Lit"
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{
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Properties
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{
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_BaseMap("Base Map", 2D) = "white" {}
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_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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_SpecGlossMap("Specular", 2D) = "white" {}
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_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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[HideInInspector] _SmoothnessSource("Smoothness Source", Float) = 0.0
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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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", Float) = 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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[HideInInspector] _Surface("__surface", Float) = 0.0
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[HideInInspector] _Blend("__mode", Float) = 0.0
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[HideInInspector] _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] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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// Particle specific
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[HideInInspector] _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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[HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
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[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", 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] _DistortionEnabled("__distortionenabled", Float) = 0.0
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[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
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// Editmode props
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[HideInInspector] _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] _Glossiness("gloss", 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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SubShader
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{
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Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline"}
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// ------------------------------------------------------------------
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// Forward pass.
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "ForwardLit"
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Tags {"LightMode" = "UniversalForward"}
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Particle Keywords
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#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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#pragma shader_feature _FLIPBOOKBLENDING_ON
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#pragma shader_feature _SOFTPARTICLES_ON
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#pragma shader_feature _FADING_ON
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#pragma shader_feature _DISTORTION_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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#pragma vertex ParticlesLitVertex
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#pragma fragment ParticlesLitFragment
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#define BUMP_SCALE_NOT_SUPPORTED 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Universal2D"
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Tags{ "LightMode" = "Universal2D" }
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
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ENDHLSL
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}
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}
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Fallback "Universal Render Pipeline/Particles/Unlit"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesSimpleLitShader"
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}
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