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