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particle test. implement adding simple particle to scene. seems there is missing API to support particle renderer since it doesnt quite work yet
/OnTileRenderPass2
particle test. implement adding simple particle to scene. seems there is missing API to support particle renderer since it doesnt quite work yet
/OnTileRenderPass2
Filip Iliescu
7 年前
当前提交
f20a89f2
共有 9 个文件被更改,包括 1211 次插入 和 0 次删除
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13Assets/ScriptableRenderPipeline/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
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10Assets/TestScenes/OnTileDeferredTest/ParticleTest.meta
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1001Assets/TestScenes/OnTileDeferredTest/ParticleTest/AlphaBlendedPremultiply.unity
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9Assets/TestScenes/OnTileDeferredTest/ParticleTest/AlphaBlendedPremultiply.unity.meta
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81Assets/TestScenes/OnTileDeferredTest/ParticleTest/Particle Premultiply Blend.shader
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10Assets/TestScenes/OnTileDeferredTest/ParticleTest/Particle Premultiply Blend.shader.meta
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77Assets/TestScenes/OnTileDeferredTest/ParticleTest/SRP-Particles-ABPM.mat
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10Assets/TestScenes/OnTileDeferredTest/ParticleTest/SRP-Particles-ABPM.mat.meta
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1001
Assets/TestScenes/OnTileDeferredTest/ParticleTest/AlphaBlendedPremultiply.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
查看文件
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Shader "MobileRenderloop/Particles/Alpha Blended Premultiply" { |
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Properties { |
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_MainTex ("Particle Texture", 2D) = "white" {} |
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 |
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} |
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Category { |
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } |
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Blend One OneMinusSrcAlpha |
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ColorMask RGB |
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Cull Off Lighting Off ZWrite Off |
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SubShader { |
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Pass { |
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NAME "SRP_PARTICLES_ALPHA_BLEND_PREMULTIPLY" |
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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_particles |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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fixed4 _TintColor; |
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struct appdata_t { |
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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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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct v2f { |
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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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#ifdef SOFTPARTICLES_ON |
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float4 projPos : TEXCOORD1; |
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#endif |
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UNITY_VERTEX_OUTPUT_STEREO |
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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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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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#ifdef SOFTPARTICLES_ON |
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o.projPos = ComputeScreenPos (o.vertex); |
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COMPUTE_EYEDEPTH(o.projPos.z); |
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#endif |
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o.color = v.color; |
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); |
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return o; |
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} |
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); |
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float _InvFade; |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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#ifdef SOFTPARTICLES_ON |
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); |
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float partZ = i.projPos.z; |
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float fade = saturate (_InvFade * (sceneZ-partZ)); |
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i.color.a *= fade; |
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#endif |
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return i.color * tex2D(_MainTex, i.texcoord) * i.color.a; |
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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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