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104 行
3.8 KiB
104 行
3.8 KiB
#ifndef UNIVERSAL_PARTICLES_INCLUDED
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#define UNIVERSAL_PARTICLES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
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TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
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// Pre-multiplied alpha helper
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#if defined(_ALPHAPREMULTIPLY_ON)
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#define ALBEDO_MUL albedo
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#else
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#define ALBEDO_MUL albedo.a
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#endif
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// Color blending fragment function
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float4 MixParticleColor(float4 baseColor, float4 particleColor, float4 colorAddSubDiff)
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{
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#if defined(_COLOROVERLAY_ON) // Overlay blend
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float4 output = baseColor;
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output.rgb = lerp(1 - 2 * (1 - baseColor.rgb) * (1 - particleColor.rgb), 2 * baseColor.rgb * particleColor.rgb, step(baseColor.rgb, 0.5));
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output.a *= particleColor.a;
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return output;
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#elif defined(_COLORCOLOR_ON) // Color blend
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half3 aHSL = RgbToHsv(baseColor.rgb);
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half3 bHSL = RgbToHsv(particleColor.rgb);
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half3 rHSL = half3(bHSL.x, bHSL.y, aHSL.z);
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return half4(HsvToRgb(rHSL), baseColor.a * particleColor.a);
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#elif defined(_COLORADDSUBDIFF_ON) // Additive, Subtractive and Difference blends based on 'colorAddSubDiff'
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float4 output = baseColor;
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output.rgb = baseColor.rgb + particleColor.rgb * colorAddSubDiff.x;
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output.rgb = lerp(output.rgb, abs(output.rgb), colorAddSubDiff.y);
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output.a *= particleColor.a;
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return output;
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#else // Default to Multiply blend
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return baseColor * particleColor;
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#endif
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}
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// Soft particles - returns alpha value for fading particles based on the depth to the background pixel
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float SoftParticles(float near, float far, float4 projection)
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{
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float fade = 1;
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if (near > 0.0 || far > 0.0)
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{
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, projection.xy / projection.w), _ZBufferParams);
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float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams);
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fade = saturate (far * ((sceneZ - near) - thisZ));
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}
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return fade;
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}
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// Camera fade - returns alpha value for fading particles based on camera distance
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half CameraFade(float near, float far, float4 projection)
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{
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float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams);
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return saturate((thisZ - near) * far);
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}
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half3 AlphaModulate(half3 albedo, half alpha)
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{
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#if defined(_ALPHAMODULATE_ON)
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return lerp(half3(1.0h, 1.0h, 1.0h), albedo, alpha);
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#else
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return albedo * alpha;
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#endif
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}
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half3 Distortion(float4 baseColor, float3 normal, half strength, half blend, float4 projection)
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{
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float2 screenUV = (projection.xy / projection.w) + normal.xy * strength * baseColor.a;
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float4 Distortion = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV);
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return lerp(Distortion.rgb, baseColor.rgb, saturate(baseColor.a - blend));
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}
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// Sample a texture and do blending for texture sheet animation if needed
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half4 BlendTexture(TEXTURE2D_PARAM(_Texture, sampler_Texture), float2 uv, float3 blendUv)
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{
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half4 color = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, uv);
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#ifdef _FLIPBOOKBLENDING_ON
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half4 color2 = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, blendUv.xy);
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color = lerp(color, color2, blendUv.z);
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#endif
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return color;
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}
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// Sample a normal map in tangent space
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half3 SampleNormalTS(float2 uv, float3 blendUv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = 1.0h)
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{
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#if defined(_NORMALMAP)
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half4 n = BlendTexture(TEXTURE2D_ARGS(bumpMap, sampler_bumpMap), uv, blendUv);
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#if BUMP_SCALE_NOT_SUPPORTED
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return UnpackNormal(n);
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#else
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return UnpackNormalScale(n, scale);
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#endif
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#else
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return half3(0.0h, 0.0h, 1.0h);
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#endif
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}
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#endif // UNIVERSAL_PARTICLES_INCLUDED
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