// ------------------------------------------ // Only directional light is supported for lit particles // No shadow // No distortion Shader "LightweightPipeline/Particles/Standard (Simple Lighting)" { Properties { _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Shininess("Shininess", Range(0.01, 1.0)) = 1.0 _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 _Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 _SpecColor("Specular", Color) = (1.0, 1.0, 1.0) _SpecGlossMap("Specular", 2D) = "white" {} [HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _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 { Tags {"LightMode" = "LightweightForward"} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex ParticlesLitVertex #pragma fragment ParticlesLitFragment #pragma multi_compile __ SOFTPARTICLES_ON #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _FADING_ON #pragma shader_feature _REQUIRE_UV2 #define BUMP_SCALE_NOT_SUPPORTED 1 #define NO_SHADOWS 1 #include "LWRP/ShaderLibrary/Particles.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" VertexOutputLit ParticlesLitVertex(appdata_particles v) { VertexOutputLit o; OUTPUT_NORMAL(v, o); o.color = v.color * _Color; 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 = _Shininess * 128.0h; vertTexcoord(v, o); vertFading(o, o.posWS, o.clipPos); return o; } half4 ParticlesLitFragment(VertexOutputLit IN) : SV_Target { half4 albedo = Albedo(IN); half alpha = AlphaBlendAndTest(albedo.a); half3 diffuse = AlphaModulate(albedo.rgb, alpha); half3 normalTS = NormalTS(IN); half3 emission = Emission(IN); half4 specularGloss = SpecularGloss(IN, albedo.a); half shininess = IN.viewDirShininess.w; InputData inputData; InitializeInputData(IN, normalTS, inputData); half4 color = LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha); ApplyFog(color.rgb, inputData.fogCoord); return color; } ENDHLSL } } Fallback "LightweightPipeline/Particles/Standard Unlit" CustomEditor "LightweightStandardParticlesShaderGUI" }