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130 行
5.3 KiB
130 行
5.3 KiB
// ------------------------------------------
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// Only directional light is supported for lit particles
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// No shadow
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// No distortion
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Shader "LightweightPipeline/Particles/Standard (Simple Lighting)"
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{
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Properties
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{
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Shininess("Shininess", Range(0.01, 1.0)) = 1.0
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_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
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_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5
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[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0
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_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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[HideInInspector] _BumpScale("Scale", Float) = 1.0
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
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_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
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_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
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_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
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// Hidden properties
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[HideInInspector] _Mode("__mode", Float) = 0.0
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[HideInInspector] _FlipbookMode("__flipbookmode", Float) = 0.0
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[HideInInspector] _LightingEnabled("__lightingenabled", Float) = 1.0
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[HideInInspector] _EmissionEnabled("__emissionenabled", Float) = 0.0
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[HideInInspector] _BlendOp("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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[HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
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[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
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[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
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}
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SubShader
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{
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Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "LightweightPipeline"}
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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Pass
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{
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Tags {"LightMode" = "LightweightForward"}
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma vertex ParticlesLitVertex
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#pragma fragment ParticlesLitFragment
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#pragma multi_compile __ SOFTPARTICLES_ON
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#pragma target 2.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _FADING_ON
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#pragma shader_feature _REQUIRE_UV2
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#define BUMP_SCALE_NOT_SUPPORTED 1
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#define NO_SHADOWS 1
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#include "LWRP/ShaderLibrary/Particles.hlsl"
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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VertexOutputLit ParticlesLitVertex(appdata_particles v)
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{
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VertexOutputLit o;
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OUTPUT_NORMAL(v, o);
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o.color = v.color * _Color;
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o.posWS.xyz = TransformObjectToWorld(v.vertex.xyz).xyz;
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o.posWS.w = ComputeFogFactor(o.clipPos.z);
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o.clipPos = TransformWorldToHClip(o.posWS.xyz);
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o.viewDirShininess.xyz = VertexViewDirWS(GetCameraPositionWS() - o.posWS.xyz);
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o.viewDirShininess.w = _Shininess * 128.0h;
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vertTexcoord(v, o);
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vertFading(o, o.posWS, o.clipPos);
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return o;
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}
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half4 ParticlesLitFragment(VertexOutputLit IN) : SV_Target
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{
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half4 albedo = Albedo(IN);
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half alpha = AlphaBlendAndTest(albedo.a);
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half3 diffuse = AlphaModulate(albedo.rgb, alpha);
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half3 normalTS = NormalTS(IN);
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half3 emission = Emission(IN);
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half4 specularGloss = SpecularGloss(IN, albedo.a);
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half shininess = IN.viewDirShininess.w;
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InputData inputData;
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InitializeInputData(IN, normalTS, inputData);
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half4 color = LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
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ApplyFog(color.rgb, inputData.fogCoord);
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return color;
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}
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ENDHLSL
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}
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}
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Fallback "LightweightPipeline/Particles/Standard Unlit"
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CustomEditor "LightweightStandardParticlesShaderGUI"
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}
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