您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
225 行
6.8 KiB
225 行
6.8 KiB
#include "Core.hlsl"
|
|
#include "InputSurface.hlsl"
|
|
#include "CoreRP/ShaderLibrary/Color.hlsl"
|
|
|
|
TEXTURE2D(_CameraDepthTexture);
|
|
SAMPLER(sampler_CameraDepthTexture);
|
|
float4 _SoftParticleFadeParams;
|
|
float4 _CameraFadeParams;
|
|
|
|
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
|
|
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
|
|
|
|
#define CAMERA_NEAR_FADE _CameraFadeParams.x
|
|
#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
|
|
|
|
#if defined (_COLORADDSUBDIFF_ON)
|
|
half4 _ColorAddSubDiff;
|
|
#endif
|
|
|
|
// Color function
|
|
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
|
#define vertColor(c) \
|
|
vertInstancingColor(c);
|
|
#else
|
|
#define vertColor(c)
|
|
#endif
|
|
|
|
// Flipbook vertex function
|
|
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
|
#if defined(_FLIPBOOK_BLENDING)
|
|
#define vertTexcoord(v, o) \
|
|
vertInstancingUVs(v.texcoords.xy, o.texcoord, o.texcoord2AndBlend);
|
|
#else
|
|
#define vertTexcoord(v, o) \
|
|
vertInstancingUVs(v.texcoords.xy, o.texcoord); \
|
|
o.texcoord = TRANSFORM_TEX(o.texcoord, _MainTex);
|
|
#endif
|
|
#else
|
|
#if defined(_FLIPBOOK_BLENDING)
|
|
#define vertTexcoord(v, o) \
|
|
o.texcoord = v.texcoords.xy; \
|
|
o.texcoord2AndBlend.xy = v.texcoords.zw; \
|
|
o.texcoord2AndBlend.z = v.texcoordBlend;
|
|
#else
|
|
#define vertTexcoord(v, o) \
|
|
o.texcoord = TRANSFORM_TEX(v.texcoords.xy, _MainTex);
|
|
#endif
|
|
#endif
|
|
|
|
// Fading vertex function
|
|
#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
|
|
#define vertFading(o, positionWS, positionCS) \
|
|
o.projectedPosition.xy = positionCS.xy * 0.5 + positionCS.w; \
|
|
o.projectedPosition.y *= _ProjectionParams.x; \
|
|
o.projectedPosition.w = positionCS.w; \
|
|
o.projectedPosition.z = -TransformWorldToView(positionWS.xyz).z
|
|
#else
|
|
#define vertFading(o, positionWS, positionCS)
|
|
#endif
|
|
|
|
// Color blending fragment function
|
|
#if defined(_COLOROVERLAY_ON)
|
|
#define fragColorMode(i) \
|
|
albedo.rgb = lerp(1 - 2 * (1 - albedo.rgb) * (1 - i.color.rgb), 2 * albedo.rgb * i.color.rgb, step(albedo.rgb, 0.5)); \
|
|
albedo.a *= i.color.a;
|
|
#elif defined(_COLORCOLOR_ON)
|
|
#define fragColorMode(i) \
|
|
half3 aHSL = RgbToHsv(albedo.rgb); \
|
|
half3 bHSL = RgbToHsv(i.color.rgb); \
|
|
half3 rHSL = half3(bHSL.x, bHSL.y, aHSL.z); \
|
|
albedo = half4(HsvToRgb(rHSL), albedo.a * i.color.a);
|
|
#elif defined(_COLORADDSUBDIFF_ON)
|
|
#define fragColorMode(i) \
|
|
albedo.rgb = albedo.rgb + i.color.rgb * _ColorAddSubDiff.x; \
|
|
albedo.rgb = lerp(albedo.rgb, abs(albedo.rgb), _ColorAddSubDiff.y); \
|
|
albedo.a *= i.color.a;
|
|
#else
|
|
#define fragColorMode(i) \
|
|
albedo *= i.color;
|
|
#endif
|
|
|
|
// Pre-multiplied alpha helper
|
|
#if defined(_ALPHAPREMULTIPLY_ON)
|
|
#define ALBEDO_MUL albedo
|
|
#else
|
|
#define ALBEDO_MUL albedo.a
|
|
#endif
|
|
|
|
// Soft particles fragment function
|
|
#if defined(SOFTPARTICLES_ON) && defined(_FADING_ON)
|
|
#define fragSoftParticles(i) \
|
|
if (SOFT_PARTICLE_NEAR_FADE > 0.0 || SOFT_PARTICLE_INV_FADE_DISTANCE > 0.0) \
|
|
{ \
|
|
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.projectedPosition.xy / i.projectedPosition.w), _ZBufferParams); \
|
|
float fade = saturate (SOFT_PARTICLE_INV_FADE_DISTANCE * ((sceneZ - SOFT_PARTICLE_NEAR_FADE) - i.projectedPosition.z)); \
|
|
ALBEDO_MUL *= fade; \
|
|
}
|
|
#else
|
|
#define fragSoftParticles(i)
|
|
#endif
|
|
|
|
// Camera fading fragment function
|
|
#if defined(_FADING_ON)
|
|
#define fragCameraFading(i) \
|
|
float cameraFade = saturate((i.projectedPosition.z - CAMERA_NEAR_FADE) * CAMERA_INV_FADE_DISTANCE); \
|
|
ALBEDO_MUL *= cameraFade;
|
|
#else
|
|
#define fragCameraFading(i)
|
|
#endif
|
|
|
|
// Vertex shader input
|
|
struct appdata_particles
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
half4 color : COLOR;
|
|
#if defined(_FLIPBOOK_BLENDING) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
|
float4 texcoords : TEXCOORD0;
|
|
float texcoordBlend : TEXCOORD1;
|
|
#else
|
|
float2 texcoords : TEXCOORD0;
|
|
#endif
|
|
#if defined(_NORMALMAP)
|
|
float4 tangent : TANGENT;
|
|
#endif
|
|
};
|
|
|
|
struct VertexOutputLit
|
|
{
|
|
half4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
#if _NORMALMAP
|
|
half3 tangent : TEXCOORD1;
|
|
half3 binormal : TEXCOORD2;
|
|
half3 normal : TEXCOORD3;
|
|
#else
|
|
half3 normal : TEXCOORD1;
|
|
#endif
|
|
|
|
#if defined(_FLIPBOOK_BLENDING)
|
|
float3 texcoord2AndBlend : TEXCOORD4;
|
|
#endif
|
|
#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
|
|
float4 projectedPosition : TEXCOORD5;
|
|
#endif
|
|
float4 posWS : TEXCOORD6; // xyz: position; w = fogFactor;
|
|
float4 clipPos : SV_POSITION;
|
|
};
|
|
|
|
half4 readTexture(TEXTURE2D_ARGS(_Texture, sampler_Texture), VertexOutputLit IN)
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, IN.texcoord);
|
|
#ifdef _FLIPBOOK_BLENDING
|
|
half4 color2 = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, IN.texcoord2AndBlend.xy);
|
|
color = lerp(color, color2, IN.texcoord2AndBlend.z);
|
|
#endif
|
|
return color;
|
|
}
|
|
|
|
void InitializeSurfaceData(VertexOutputLit IN, out SurfaceData surfaceData)
|
|
{
|
|
half4 albedo = readTexture(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), IN) * IN.color;
|
|
|
|
// No distortion Support
|
|
fragColorMode(IN);
|
|
fragSoftParticles(IN);
|
|
fragCameraFading(IN);
|
|
|
|
#if defined(_METALLICGLOSSMAP)
|
|
half2 metallicGloss = readTexture(_MetallicGlossMap, sampler_MetallicGlossMap, IN).ra * half2(1.0, _Glossiness);
|
|
#else
|
|
half2 metallicGloss = half2(_Metallic, _Glossiness);
|
|
#endif
|
|
|
|
#if defined(_NORMALMAP)
|
|
half3 normalTS = normalize(UnpackNormalScale(readTexture(_BumpMap, sampler_BumpMap, IN), _BumpScale));
|
|
#else
|
|
half3 normalTS = float3(0, 0, 1);
|
|
#endif
|
|
|
|
#if defined(_EMISSION)
|
|
half3 emission = readTexture(_EmissionMap, sampler_EmissionMap, IN).rgb;
|
|
#else
|
|
half3 emission = 0;
|
|
#endif
|
|
|
|
surfaceData.albedo = albedo.rbg;
|
|
surfaceData.specular = half3(0, 0, 0);
|
|
surfaceData.normalTS = normalTS;
|
|
surfaceData.emission = emission * _EmissionColor.rgb;
|
|
surfaceData.metallic = metallicGloss.r;
|
|
surfaceData.smoothness = metallicGloss.g;
|
|
surfaceData.occlusion = 1.0;
|
|
|
|
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) || defined(_ALPHAOVERLAY_ON)
|
|
surfaceData.alpha = albedo.a;
|
|
#else
|
|
surfaceData.alpha = 1;
|
|
#endif
|
|
|
|
#if defined(_ALPHAMODULATE_ON)
|
|
surfaceData.albedo = lerp(half3(1.0, 1.0, 1.0), surfaceData.albedo, surfaceData.alpha);
|
|
#endif
|
|
|
|
#if defined(_ALPHATEST_ON)
|
|
clip(surfaceData.alpha - _Cutoff + 0.0001);
|
|
#endif
|
|
}
|
|
|
|
void InitializeInputData(VertexOutputLit IN, half3 normalTS, out InputData input)
|
|
{
|
|
input.positionWS = IN.posWS.xyz;
|
|
|
|
#if _NORMALMAP
|
|
input.normalWS = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal);
|
|
#else
|
|
input.normalWS = normalize(IN.normal);
|
|
#endif
|
|
|
|
input.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - input.positionWS);
|
|
input.shadowCoord = float4(0, 0, 0, 0);
|
|
input.fogCoord = IN.posWS.w;
|
|
input.vertexLighting = half3(0, 0, 0);
|
|
input.bakedGI = half3(0, 0, 0);
|
|
}
|