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_UNLIT_FORWARD_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.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
half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD2;
half3 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 vertParticleUnlit(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)0;
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);
// position ws is used to compute eye depth in vertFading
output.positionWS.xyz = vertexInput.positionWS;
output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z);
output.clipPos = vertexInput.positionCS;
output.color = input.color;
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.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
return output;
}
half4 fragParticleUnlit(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
half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
#if defined (_DISTORTION_ON)
albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
#endif
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
half3 result = diffuse + emission;
half fogFactor = input.positionWS.w;
result = MixFogColor(result, half3(0, 0, 0), fogFactor);
return half4(result, alpha);
}
#endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED