#include "Core.hlsl" #include "InputSurface.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); float4 _SoftParticleFadeParams; float4 _CameraFadeParams; #define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x #define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y #define CAMERA_NEAR_FADE _CameraFadeParams.x #define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y #if defined (_COLORADDSUBDIFF_ON) half4 _ColorAddSubDiff; #endif // Color function #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) #define vertColor(c) \ vertInstancingColor(c); #else #define vertColor(c) #endif // Flipbook vertex function #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) #if defined(_FLIPBOOK_BLENDING) #define vertTexcoord(v, o) \ vertInstancingUVs(v.texcoords.xy, o.texcoord, o.texcoord2AndBlend); #else #define vertTexcoord(v, o) \ vertInstancingUVs(v.texcoords.xy, o.texcoord); \ o.texcoord = TRANSFORM_TEX(o.texcoord, _MainTex); #endif #else #if defined(_FLIPBOOK_BLENDING) #define vertTexcoord(v, o) \ o.texcoord = v.texcoords.xy; \ o.texcoord2AndBlend.xy = v.texcoords.zw; \ o.texcoord2AndBlend.z = v.texcoordBlend; #else #define vertTexcoord(v, o) \ o.texcoord = TRANSFORM_TEX(v.texcoords.xy, _MainTex); #endif #endif // Fading vertex function #if defined(SOFTPARTICLES_ON) || defined(_FADING_ON) #define vertFading(o, positionWS, positionCS) \ o.projectedPosition.xy = positionCS.xy * 0.5 + positionCS.w; \ o.projectedPosition.y *= _ProjectionParams.x; \ o.projectedPosition.w = positionCS.w; \ o.projectedPosition.z = -TransformWorldToView(positionWS.xyz).z #else #define vertFading(o, positionWS, positionCS) #endif // Color blending fragment function #if defined(_COLOROVERLAY_ON) #define fragColorMode(i) \ albedo.rgb = lerp(1 - 2 * (1 - albedo.rgb) * (1 - i.color.rgb), 2 * albedo.rgb * i.color.rgb, step(albedo.rgb, 0.5)); \ albedo.a *= i.color.a; #elif defined(_COLORCOLOR_ON) #define fragColorMode(i) \ half3 aHSL = RgbToHsv(albedo.rgb); \ half3 bHSL = RgbToHsv(i.color.rgb); \ half3 rHSL = half3(bHSL.x, bHSL.y, aHSL.z); \ albedo = half4(HsvToRgb(rHSL), albedo.a * i.color.a); #elif defined(_COLORADDSUBDIFF_ON) #define fragColorMode(i) \ albedo.rgb = albedo.rgb + i.color.rgb * _ColorAddSubDiff.x; \ albedo.rgb = lerp(albedo.rgb, abs(albedo.rgb), _ColorAddSubDiff.y); \ albedo.a *= i.color.a; #else #define fragColorMode(i) \ albedo *= i.color; #endif // Pre-multiplied alpha helper #if defined(_ALPHAPREMULTIPLY_ON) #define ALBEDO_MUL albedo #else #define ALBEDO_MUL albedo.a #endif // Soft particles fragment function #if defined(SOFTPARTICLES_ON) && defined(_FADING_ON) #define fragSoftParticles(i) \ if (SOFT_PARTICLE_NEAR_FADE > 0.0 || SOFT_PARTICLE_INV_FADE_DISTANCE > 0.0) \ { \ float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.projectedPosition.xy / i.projectedPosition.w), _ZBufferParams); \ float fade = saturate (SOFT_PARTICLE_INV_FADE_DISTANCE * ((sceneZ - SOFT_PARTICLE_NEAR_FADE) - i.projectedPosition.z)); \ ALBEDO_MUL *= fade; \ } #else #define fragSoftParticles(i) #endif // Camera fading fragment function #if defined(_FADING_ON) #define fragCameraFading(i) \ float cameraFade = saturate((i.projectedPosition.z - CAMERA_NEAR_FADE) * CAMERA_INV_FADE_DISTANCE); \ ALBEDO_MUL *= cameraFade; #else #define fragCameraFading(i) #endif // Vertex shader input struct appdata_particles { float4 vertex : POSITION; float3 normal : NORMAL; half4 color : COLOR; #if defined(_FLIPBOOK_BLENDING) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED) float4 texcoords : TEXCOORD0; float texcoordBlend : TEXCOORD1; #else float2 texcoords : TEXCOORD0; #endif #if defined(_NORMALMAP) float4 tangent : TANGENT; #endif }; struct VertexOutputLit { half4 color : COLOR; float2 texcoord : TEXCOORD0; #if _NORMALMAP half3 tangent : TEXCOORD1; half3 binormal : TEXCOORD2; half3 normal : TEXCOORD3; #else half3 normal : TEXCOORD1; #endif #if defined(_FLIPBOOK_BLENDING) float3 texcoord2AndBlend : TEXCOORD4; #endif #if defined(SOFTPARTICLES_ON) || defined(_FADING_ON) float4 projectedPosition : TEXCOORD5; #endif float4 posWS : TEXCOORD6; // xyz: position; w = fogFactor; float4 clipPos : SV_POSITION; }; half4 readTexture(TEXTURE2D_ARGS(_Texture, sampler_Texture), VertexOutputLit IN) { half4 color = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, IN.texcoord); #ifdef _FLIPBOOK_BLENDING half4 color2 = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, IN.texcoord2AndBlend.xy); color = lerp(color, color2, IN.texcoord2AndBlend.z); #endif return color; } void InitializeSurfaceData(VertexOutputLit IN, out SurfaceData surfaceData) { half4 albedo = readTexture(_MainTex, sampler_MainTex, IN) * IN.color; // No distortion Support fragColorMode(IN); fragSoftParticles(IN); fragCameraFading(IN); #if defined(_METALLICGLOSSMAP) half2 metallicGloss = readTexture(_MetallicGlossMap, sampler_MetallicGlossMap, IN).ra * half2(1.0, _Glossiness); #else half2 metallicGloss = half2(_Metallic, _Glossiness); #endif #if defined(_NORMALMAP) float3 normal = normalize(UnpackNormalScale(readTexture(_BumpMap, sampler_BumpMap, IN), _BumpScale)); #else float3 normal = float3(0, 0, 1); #endif #if defined(_EMISSION) half3 emission = readTexture(_EmissionMap, sampler_EmissionMap, IN).rgb; #else half3 emission = 0; #endif surfaceData.albedo = albedo.rbg; surfaceData.specular = half3(0, 0, 0); surfaceData.normal = normal; surfaceData.emission = emission * _EmissionColor.rgb; surfaceData.metallic = metallicGloss.r; surfaceData.smoothness = metallicGloss.g; surfaceData.occlusion = 1.0; #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) || defined(_ALPHAOVERLAY_ON) surfaceData.alpha = albedo.a; #else surfaceData.alpha = 1; #endif #if defined(_ALPHAMODULATE_ON) surfaceData.albedo = lerp(half3(1.0, 1.0, 1.0), surfaceData.albedo, surfaceData.alpha); #endif #if defined(_ALPHATEST_ON) clip(surfaceData.alpha - _Cutoff + 0.0001); #endif }