Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /Particles.hlsl
| #ifndef UNIVERSAL_PARTICLES_INCLUDED | |
| #define UNIVERSAL_PARTICLES_INCLUDED | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | |
| struct ParticleParams | |
| { | |
| float4 positionWS; | |
| float4 vertexColor; | |
| float4 projectedPosition; | |
| half4 baseColor; | |
| float3 blendUv; | |
| float2 uv; | |
| }; | |
| void InitParticleParams(VaryingsParticle input, out ParticleParams output) | |
| { | |
| output = (ParticleParams) 0; | |
| output.uv = input.texcoord; | |
| output.vertexColor = input.color; | |
| #if defined(_FLIPBOOKBLENDING_ON) | |
| output.blendUv = input.texcoord2AndBlend; | |
| #else | |
| output.blendUv = float3(0,0,0); | |
| #endif | |
| #if !defined(PARTICLES_EDITOR_META_PASS) | |
| output.positionWS = input.positionWS; | |
| output.baseColor = _BaseColor; | |
| #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) | |
| output.projectedPosition = input.projectedPosition; | |
| #else | |
| output.projectedPosition = float4(0,0,0,0); | |
| #endif | |
| #endif | |
| } | |
| // Pre-multiplied alpha helper | |
| #if defined(_ALPHAPREMULTIPLY_ON) | |
| #define ALBEDO_MUL albedo | |
| #else | |
| #define ALBEDO_MUL albedo.a | |
| #endif | |
| #if defined(_ALPHAPREMULTIPLY_ON) | |
| #define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) albedo * val | |
| #elif defined(_ALPHAMODULATE_ON) | |
| #define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) half4(lerp(half3(1.0, 1.0, 1.0), albedo.rgb, albedo.a * val), albedo.a * val) | |
| #else | |
| #define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) albedo * half4(1.0, 1.0, 1.0, val) | |
| #endif | |
| // Color blending fragment function | |
| half4 MixParticleColor(half4 baseColor, half4 particleColor, half4 colorAddSubDiff) | |
| { | |
| #if defined(_COLOROVERLAY_ON) // Overlay blend | |
| half4 output = baseColor; | |
| output.rgb = lerp(1 - 2 * (1 - baseColor.rgb) * (1 - particleColor.rgb), 2 * baseColor.rgb * particleColor.rgb, step(baseColor.rgb, 0.5)); | |
| output.a *= particleColor.a; | |
| return output; | |
| #elif defined(_COLORCOLOR_ON) // Color blend | |
| half3 aHSL = RgbToHsv(baseColor.rgb); | |
| half3 bHSL = RgbToHsv(particleColor.rgb); | |
| half3 rHSL = half3(bHSL.x, bHSL.y, aHSL.z); | |
| return half4(HsvToRgb(rHSL), baseColor.a * particleColor.a); | |
| #elif defined(_COLORADDSUBDIFF_ON) // Additive, Subtractive and Difference blends based on 'colorAddSubDiff' | |
| half4 output = baseColor; | |
| output.rgb = baseColor.rgb + particleColor.rgb * colorAddSubDiff.x; | |
| output.rgb = lerp(output.rgb, abs(output.rgb), colorAddSubDiff.y); | |
| output.a *= particleColor.a; | |
| return output; | |
| #else // Default to Multiply blend | |
| return baseColor * particleColor; | |
| #endif | |
| } | |
| // Soft particles - returns alpha value for fading particles based on the depth to the background pixel | |
| float SoftParticles(float near, float far, float4 projection) | |
| { | |
| float fade = 1; | |
| if (near > 0.0 || far > 0.0) | |
| { | |
| float2 uv = UnityStereoTransformScreenSpaceTex(projection.xy / projection.w); | |
| uv = FoveatedRemapLinearToNonUniform(uv); | |
| float rawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv).r; | |
| float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth); | |
| float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams); | |
| fade = saturate(far * ((sceneZ - near) - thisZ)); | |
| } | |
| return fade; | |
| } | |
| // Soft particles - returns alpha value for fading particles based on the depth to the background pixel | |
| float SoftParticles(float near, float far, ParticleParams params) | |
| { | |
| float fade = 1; | |
| if (near > 0.0 || far > 0.0) | |
| { | |
| float2 uv = UnityStereoTransformScreenSpaceTex(params.projectedPosition.xy / params.projectedPosition.w); | |
| uv = FoveatedRemapLinearToNonUniform(uv); | |
| float rawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv).r; | |
| float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth); | |
| float thisZ = LinearEyeDepth(params.positionWS.xyz, GetWorldToViewMatrix()); | |
| fade = saturate(far * ((sceneZ - near) - thisZ)); | |
| } | |
| return fade; | |
| } | |
| // Camera fade - returns alpha value for fading particles based on camera distance | |
| half CameraFade(float near, float far, float4 projection) | |
| { | |
| float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams); | |
| return half(saturate((thisZ - near) * far)); | |
| } | |
| half3 AlphaModulateAndPremultiply(half3 albedo, half alpha) | |
| { | |
| #if defined(_ALPHAMODULATE_ON) | |
| return AlphaModulate(albedo, alpha); | |
| #elif defined(_ALPHAPREMULTIPLY_ON) | |
| return AlphaPremultiply(albedo, alpha); | |
| #endif | |
| return albedo; | |
| } | |
| half3 Distortion(float4 baseColor, float3 normal, half strength, half blend, float4 projection) | |
| { | |
| float2 screenUV = (projection.xy / projection.w) + normal.xy * strength * baseColor.a; | |
| screenUV = UnityStereoTransformScreenSpaceTex(screenUV); | |
| float3 distortion = SampleSceneColor(screenUV); | |
| return half3(lerp(distortion, baseColor.rgb, saturate(baseColor.a - blend))); | |
| } | |
| // Sample a texture and do blending for texture sheet animation if needed | |
| half4 BlendTexture(TEXTURE2D_PARAM(_Texture, sampler_Texture), float2 uv, float3 blendUv) | |
| { | |
| half4 color = half4(SAMPLE_TEXTURE2D(_Texture, sampler_Texture, uv)); | |
| #ifdef _FLIPBOOKBLENDING_ON | |
| half4 color2 = half4(SAMPLE_TEXTURE2D(_Texture, sampler_Texture, blendUv.xy)); | |
| color = lerp(color, color2, half(blendUv.z)); | |
| #endif | |
| return color; | |
| } | |
| // Sample a normal map in tangent space | |
| half3 SampleNormalTS(float2 uv, float3 blendUv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) | |
| { | |
| #if defined(_NORMALMAP) | |
| half4 n = BlendTexture(TEXTURE2D_ARGS(bumpMap, sampler_bumpMap), uv, blendUv); | |
| #if BUMP_SCALE_NOT_SUPPORTED | |
| return UnpackNormal(n); | |
| #else | |
| return UnpackNormalScale(n, scale); | |
| #endif | |
| #else | |
| return half3(0.0, 0.0, 1.0); | |
| #endif | |
| } | |
| half4 GetParticleColor(half4 color) | |
| { | |
| #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) | |
| #if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR) | |
| UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID]; | |
| color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors); | |
| color *= half4(UnpackFromR8G8B8A8(data.color)); | |
| #endif | |
| #endif | |
| return color; | |
| } | |
| void GetParticleTexcoords(out float2 outputTexcoord, out float3 outputTexcoord2AndBlend, in float4 inputTexcoords, in float inputBlend) | |
| { | |
| #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) | |
| if (unity_ParticleUVShiftData.x != 0.0) | |
| { | |
| UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID]; | |
| float numTilesX = unity_ParticleUVShiftData.y; | |
| float2 animScale = unity_ParticleUVShiftData.zw; | |
| #ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME | |
| float sheetIndex = 0.0; | |
| #else | |
| float sheetIndex = data.animFrame; | |
| #endif | |
| float index0 = floor(sheetIndex); | |
| float vIdx0 = floor(index0 / numTilesX); | |
| float uIdx0 = floor(index0 - vIdx0 * numTilesX); | |
| float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip | |
| outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy; | |
| #ifdef _FLIPBOOKBLENDING_ON | |
| float index1 = floor(sheetIndex + 1.0); | |
| float vIdx1 = floor(index1 / numTilesX); | |
| float uIdx1 = floor(index1 - vIdx1 * numTilesX); | |
| float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y); | |
| outputTexcoord2AndBlend.xy = inputTexcoords.xy * animScale.xy + offset1.xy; | |
| outputTexcoord2AndBlend.z = frac(sheetIndex); | |
| #endif | |
| } | |
| else | |
| #endif | |
| { | |
| outputTexcoord = inputTexcoords.xy; | |
| #ifdef _FLIPBOOKBLENDING_ON | |
| outputTexcoord2AndBlend.xy = inputTexcoords.zw; | |
| outputTexcoord2AndBlend.z = inputBlend; | |
| #endif | |
| } | |
| #ifndef _FLIPBOOKBLENDING_ON | |
| outputTexcoord2AndBlend.xy = inputTexcoords.xy; | |
| outputTexcoord2AndBlend.z = 0.5; | |
| #endif | |
| } | |
| void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord) | |
| { | |
| float3 dummyTexcoord2AndBlend = 0.0; | |
| GetParticleTexcoords(outputTexcoord, dummyTexcoord2AndBlend, inputTexcoord.xyxy, 0.0); | |
| } | |
| #endif // UNIVERSAL_PARTICLES_INCLUDED | |