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123 行
4.9 KiB

// ------------------------------------------
// Only directional light is supported for lit particles
// No shadow
// No distortion
Shader "LightweightPipeline/Particles/Standard"
{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_MetallicGlossMap("Metallic", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_BumpScale("Scale", Float) = 1.0
_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 3.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#include "LightweightShaderLibrary/Particles.hlsl"
#include "LightweightShaderLibrary/Lighting.hlsl"
VertexOutputLit ParticlesLitVertex(appdata_particles v)
{
VertexOutputLit o;
float4 clipPosition = TransformObjectToHClip(v.vertex.xyz);
#if _NORMALMAP
OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal);
#else
o.normal = normalize(TransformObjectToWorldNormal(v.normal));
#endif
o.color = v.color;
o.posWS.xyz = TransformObjectToWorld(v.vertex.xyz).xyz;
o.clipPos = TransformWorldToHClip(o.posWS.xyz);
o.posWS.w = ComputeFogFactor(o.clipPos.z);
vertTexcoord(v, o);
vertFading(o);
o.clipPos = clipPosition;
return o;
}
half4 ParticlesLitFragment(VertexOutputLit IN) : SV_Target
{
SurfaceData surfaceData;
InitializeSurfaceData(IN, surfaceData);
float3 positionWS = IN.posWS.xyz;
half3 viewDirWS = SafeNormalize(_WorldSpaceCameraPos - positionWS);
half fogFactor = IN.posWS.w;
#if _NORMALMAP
half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal);
#else
half3 normalWS = normalize(IN.normal);
#endif
half3 zero = half3(0.0, 0.0, 0.0);
half4 color = LightweightFragmentPBR(positionWS, normalWS, viewDirWS, /*indirectDiffuse*/ zero, /*vertex lighting*/ zero, surfaceData.albedo,
surfaceData.metallic, /* specularColor */ zero, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
ApplyFog(color.rgb, fogFactor);
return color;
}
ENDHLSL
}
}
Fallback "LightweightPipeline/Particles/Standard Unlit"
CustomEditor "LightweightStandardParticlesShaderGUI"
}