// ------------------------------------------ // Only directional light is supported for lit particles // No shadow // No distortion Shader "LightweightPipeline/Particles/Standard (Physically Based)" { Properties { _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _MetallicGlossMap("Metallic", 2D) = "white" {} [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _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] _FlipbookMode("__flipbookmode", Float) = 0.0 [HideInInspector] _LightingEnabled("__lightingenabled", Float) = 1.0 [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) } SubShader { Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "LightweightPipeline"} BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] Pass { Name "ParticlesLit" Tags {"LightMode" = "LightweightForward"} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex ParticlesLitVertex #pragma fragment ParticlesLitFragment #pragma multi_compile __ SOFTPARTICLES_ON #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _FADING_ON #pragma shader_feature _REQUIRE_UV2 #include "LWRP/ShaderLibrary/ParticlesPBR.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" VertexOutputLit ParticlesLitVertex(appdata_particles v) { VertexOutputLit o; OUTPUT_NORMAL(v, o); o.posWS.xyz = TransformObjectToWorld(v.vertex.xyz).xyz; o.posWS.w = ComputeFogFactor(o.clipPos.z); o.clipPos = TransformWorldToHClip(o.posWS.xyz); o.viewDirShininess.xyz = VertexViewDirWS(GetCameraPositionWS() - o.posWS.xyz); o.viewDirShininess.w = 0.0; o.color = v.color; // TODO: Instancing // vertColor(v.color); vertTexcoord(v, o); vertFading(o, o.posWS, o.clipPos); return o; } half4 ParticlesLitFragment(VertexOutputLit IN) : SV_Target { SurfaceData surfaceData; InitializeSurfaceData(IN, surfaceData); InputData inputData; InitializeInputData(IN, surfaceData.normalTS, inputData); half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, half3(0, 0, 0), surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); ApplyFog(color.rgb, inputData.fogCoord); return color; } ENDHLSL } } Fallback "LightweightPipeline/Particles/Standard (Simple Lighting)" CustomEditor "LightweightStandardParticlesShaderGUI" }