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107 行
4.3 KiB
107 行
4.3 KiB
// No support to Distortion
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// No support to Shadows
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Shader "LightweightPipeline/Particles/Standard Unlit"
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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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_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] _ColorMode("__colormode", Float) = 0.0
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[HideInInspector] _FlipbookMode("__flipbookmode", Float) = 0.0
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[HideInInspector] _LightingEnabled("__lightingenabled", Float) = 0.0
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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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[HideInInspector] _ColorAddSubDiff("__coloraddsubdiff", Vector) = (0,0,0,0)
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}
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Category
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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"}
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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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ColorMask RGB
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Pass
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{
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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 exclude_renderers d3d11_9x
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#pragma multi_compile __ SOFTPARTICLES_ON
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#pragma multi_compile_fog
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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 _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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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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#pragma vertex vertParticleUnlit
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#pragma fragment fragParticleUnlit
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#include "LWRP/ShaderLibrary/Particles.hlsl"
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VertexOutputLit vertParticleUnlit(appdata_particles v)
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{
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VertexOutputLit o = (VertexOutputLit)0;
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// position ws is used to compute eye depth in vertFading
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o.posWS.xyz = TransformObjectToWorld(v.vertex.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.color = v.color * _Color;
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vertColor(o.color);
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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 fragParticleUnlit(VertexOutputLit IN) : SV_Target
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{
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half4 albedo = SampleAlbedo(IN, TEXTURE2D_PARAM(_MainTex, sampler_MainTex));
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half alpha = AlphaBlendAndTest(albedo.a, _Cutoff);
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half3 emission = SampleEmission(IN, _EmissionColor.rgb, TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap));
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half3 diffuse = AlphaModulate(albedo.rgb, alpha);
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half3 result = diffuse + emission;
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half fogFactor = IN.posWS.w;
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ApplyFogColor(result, half3(0, 0, 0), fogFactor);
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return half4(result, alpha);
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}
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ENDHLSL
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}
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}
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}
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CustomEditor "LightweightStandardParticlesShaderGUI"
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}
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