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Removed Lightweight Particles shaders as now the lightweight pipeline supports Unity vanilla particle shaders.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
aa4a73ea
共有 6 个文件被更改,包括 0 次插入176 次删除
  1. 8
      ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs
  2. 16
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightPipelineUpgraders.cs
  3. 9
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesAdd.shader.meta
  4. 9
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesMultiply.shader.meta
  5. 67
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesAdd.shader
  6. 67
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesMultiply.shader

8
ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs


materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
/////////////////////////////////////
// Particles /
/////////////////////////////////////
materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive"));
materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive"));
materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply"));
materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply"));
}
}
}

16
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightPipelineUpgraders.cs


}
}
public class ParticlesMultiplyUpgrader : MaterialUpgrader
{
public ParticlesMultiplyUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "ScriptableRenderPipeline/LightweightPipeline/Particles/Multiply");
}
}
public class ParticlesAdditiveUpgrader : MaterialUpgrader
{
public ParticlesAdditiveUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "ScriptableRenderPipeline/LightweightPipeline/Particles/Additive");
}
}
public class StandardUpgrader : MaterialUpgrader
{
public StandardUpgrader(string oldShaderName)

9
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesAdd.shader.meta


fileFormatVersion: 2
guid: dbe7dd837a4aa4f4789be2f8e40522a2
timeCreated: 1490023099
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

9
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesMultiply.shader.meta


fileFormatVersion: 2
guid: 865346c6c43817d4c99b6594d9db6a0e
timeCreated: 1490023111
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

67
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesAdd.shader


Shader "ScriptableRenderPipeline/LightweightPipeline/Particles/Additive"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" {}
}
Category
{
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" "PreviewType" = "Plane"}
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
Tags{"LightMode" = "LightweightForward"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards white due to our blend mode
return col;
}
ENDCG
}
}
}
}

67
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightParticlesMultiply.shader


Shader "ScriptableRenderPipeline/LightweightPipeline/Particles/Multiply"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" {}
}
Category
{
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" "PreviewType" = "Plane"}
Blend Zero SrcColor
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
Tags { "LightMode" = "LightweightForward" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
half4 prev = i.color * tex2D(_MainTex, i.texcoord);
fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
return col;
}
ENDCG
}
}
}
}
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