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123 行
4.9 KiB
123 行
4.9 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"
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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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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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_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 3.5
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature _METALLICGLOSSMAP
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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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#include "LightweightShaderLibrary/Particles.hlsl"
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#include "LightweightShaderLibrary/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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float4 clipPosition = TransformObjectToHClip(v.vertex.xyz);
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#if _NORMALMAP
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OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal);
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#else
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o.normal = normalize(TransformObjectToWorldNormal(v.normal));
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#endif
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o.color = v.color;
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o.posWS.xyz = TransformObjectToWorld(v.vertex.xyz).xyz;
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o.clipPos = TransformWorldToHClip(o.posWS.xyz);
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o.posWS.w = ComputeFogFactor(o.clipPos.z);
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vertTexcoord(v, o);
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vertFading(o);
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o.clipPos = clipPosition;
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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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SurfaceData surfaceData;
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InitializeSurfaceData(IN, surfaceData);
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float3 positionWS = IN.posWS.xyz;
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half3 viewDirWS = SafeNormalize(_WorldSpaceCameraPos - positionWS);
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half fogFactor = IN.posWS.w;
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#if _NORMALMAP
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half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal);
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#else
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half3 normalWS = normalize(IN.normal);
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#endif
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half3 zero = half3(0.0, 0.0, 0.0);
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half4 color = LightweightFragmentPBR(positionWS, normalWS, viewDirWS, /*indirectDiffuse*/ zero, /*vertex lighting*/ zero, surfaceData.albedo,
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surfaceData.metallic, /* specularColor */ zero, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
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ApplyFog(color.rgb, fogFactor);
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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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