// No support to Distortion // No support to Shadows Shader "LightweightPipeline/Particles/Standard Unlit" { Properties { _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0 _SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0 _CameraNearFadeDistance("Camera Near Fade", Float) = 1.0 _CameraFarFadeDistance("Camera Far Fade", Float) = 2.0 // Hidden properties [HideInInspector] _Mode("__mode", Float) = 0.0 [HideInInspector] _ColorMode("__colormode", Float) = 0.0 [HideInInspector] _FlipbookMode("__flipbookmode", Float) = 0.0 [HideInInspector] _LightingEnabled("__lightingenabled", Float) = 0.0 [HideInInspector] _EmissionEnabled("__emissionenabled", Float) = 0.0 [HideInInspector] _BlendOp("__blendop", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 [HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0 [HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0 [HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0) [HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0) [HideInInspector] _ColorAddSubDiff("__coloraddsubdiff", Vector) = (0,0,0,0) } Category { SubShader { Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False"} BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] ColorMask RGB Pass { Name "ParticlesUnlit" HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile __ SOFTPARTICLES_ON #pragma multi_compile_fog #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON #pragma shader_feature _EMISSION #pragma shader_feature _FADING_ON #pragma shader_feature _REQUIRE_UV2 #pragma vertex vertParticleUnlit #pragma fragment fragParticleUnlit #include "LWRP/ShaderLibrary/Particles.hlsl" VertexOutputLit vertParticleUnlit(appdata_particles v) { VertexOutputLit o = (VertexOutputLit)0; // position ws is used to compute eye depth in vertFading o.posWS.xyz = TransformObjectToWorld(v.vertex.xyz); o.posWS.w = ComputeFogFactor(o.clipPos.z); o.clipPos = TransformWorldToHClip(o.posWS.xyz); o.color = v.color; // TODO: Instancing //vertColor(o.color); vertTexcoord(v, o); vertFading(o, o.posWS, o.clipPos); return o; } half4 fragParticleUnlit(VertexOutputLit IN) : SV_Target { half4 albedo = SampleAlbedo(IN, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)); half3 diffuse = AlphaModulate(albedo.rgb, albedo.a); half alpha = AlphaBlendAndTest(albedo.a, _Cutoff); half3 emission = SampleEmission(IN, _EmissionColor.rgb, TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap)); half3 result = diffuse + emission; half fogFactor = IN.posWS.w; ApplyFogColor(result, half3(0, 0, 0), fogFactor); return half4(result, alpha); } ENDHLSL } } } CustomEditor "LightweightStandardParticlesShaderGUI" }