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130 行
5.3 KiB

// ------------------------------------------
// 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 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"
}