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Removed Lightweight Particles shaders as now the lightweight pipeline supports Unity vanilla particle shaders.
/RenderPassXR_Sandbox
Removed Lightweight Particles shaders as now the lightweight pipeline supports Unity vanilla particle shaders.
/RenderPassXR_Sandbox
Felipe Lira
8 年前
当前提交
aa4a73ea
共有 6 个文件被更改,包括 0 次插入 和 176 次删除
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8ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs
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16ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightPipelineUpgraders.cs
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9ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesAdd.shader.meta
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9ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesMultiply.shader.meta
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67ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesAdd.shader
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67ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesMultiply.shader
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fileFormatVersion: 2 |
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guid: dbe7dd837a4aa4f4789be2f8e40522a2 |
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timeCreated: 1490023099 |
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licenseType: Pro |
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defaultTextures: [] |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 865346c6c43817d4c99b6594d9db6a0e |
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timeCreated: 1490023111 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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Shader "ScriptableRenderPipeline/LightweightPipeline/Particles/Additive" |
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{ |
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Properties |
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{ |
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_MainTex("Particle Texture", 2D) = "white" {} |
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} |
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Category |
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{ |
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Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" "PreviewType" = "Plane"} |
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Blend SrcAlpha One |
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Cull Off Lighting Off ZWrite Off |
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SubShader |
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{ |
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Pass |
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{ |
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Tags{"LightMode" = "LightweightForward"} |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 2.0 |
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#pragma multi_compile_fog |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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struct appdata_t |
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{ |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct v2f |
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{ |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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UNITY_FOG_COORDS(1) |
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}; |
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float4 _MainTex_ST; |
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v2f vert(appdata_t v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.color = v.color; |
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); |
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UNITY_TRANSFER_FOG(o,o.vertex); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target |
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{ |
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fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord); |
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards white due to our blend mode |
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return col; |
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} |
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ENDCG |
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} |
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} |
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} |
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} |
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Shader "ScriptableRenderPipeline/LightweightPipeline/Particles/Multiply" |
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{ |
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Properties |
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{ |
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_MainTex("Particle Texture", 2D) = "white" {} |
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} |
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Category |
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{ |
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Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" "PreviewType" = "Plane"} |
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Blend Zero SrcColor |
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Cull Off Lighting Off ZWrite Off |
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SubShader |
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{ |
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Pass |
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{ |
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Tags { "LightMode" = "LightweightForward" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 2.0 |
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#pragma multi_compile_fog |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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struct appdata_t |
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{ |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct v2f |
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{ |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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UNITY_FOG_COORDS(1) |
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}; |
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float4 _MainTex_ST; |
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v2f vert(appdata_t v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.color = v.color; |
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); |
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UNITY_TRANSFER_FOG(o,o.vertex); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target |
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{ |
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half4 prev = i.color * tex2D(_MainTex, i.texcoord); |
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fixed4 col = lerp(half4(1,1,1,1), prev, prev.a); |
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode |
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return col; |
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} |
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ENDCG |
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} |
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} |
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} |
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} |
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