Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Particles /ParticlesSimpleLitForwardPass.hlsl
| #ifndef UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED | |
| #define UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" | |
| void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData) | |
| { | |
| inputData = (InputData)0; | |
| inputData.positionWS = input.positionWS.xyz; | |
| #ifdef _NORMALMAP | |
| half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); | |
| inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz); | |
| inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld); | |
| #else | |
| half3 viewDirWS = input.viewDirWS; | |
| inputData.normalWS = input.normalWS; | |
| #endif | |
| inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); | |
| viewDirWS = SafeNormalize(viewDirWS); | |
| inputData.viewDirectionWS = viewDirWS; | |
| #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | |
| inputData.shadowCoord = input.shadowCoord; | |
| #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | |
| inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); | |
| #else | |
| inputData.shadowCoord = float4(0, 0, 0, 0); | |
| #endif | |
| inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w); | |
| inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h); | |
| #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) | |
| inputData.bakedGI = SAMPLE_GI(input.vertexSH, | |
| GetAbsolutePositionWS(inputData.positionWS), | |
| inputData.normalWS, | |
| inputData.viewDirectionWS, | |
| input.clipPos.xy, | |
| input.probeOcclusion, | |
| inputData.shadowMask); | |
| #else | |
| inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); | |
| #endif | |
| inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); | |
| inputData.shadowMask = half4(1, 1, 1, 1); | |
| #if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS) | |
| inputData.vertexSH = input.vertexSH; | |
| #endif | |
| #if defined(DEBUG_DISPLAY) && defined(USE_APV_PROBE_OCCLUSION) | |
| inputData.probeOcclusion = input.probeOcclusion; | |
| #endif | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| // Vertex and Fragment functions // | |
| /////////////////////////////////////////////////////////////////////////////// | |
| VaryingsParticle ParticlesLitVertex(AttributesParticle input) | |
| { | |
| VaryingsParticle output; | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_TRANSFER_INSTANCE_ID(input, output); | |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | |
| VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); | |
| VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); | |
| half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); | |
| #ifdef _NORMALMAP | |
| output.normalWS = half4(normalInput.normalWS, viewDirWS.x); | |
| output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); | |
| output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); | |
| #else | |
| output.normalWS = half3(normalInput.normalWS); | |
| output.viewDirWS = viewDirWS; | |
| #endif | |
| OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion); | |
| half fogFactor = 0.0; | |
| #if !defined(_FOG_FRAGMENT) | |
| fogFactor = ComputeFogFactor(vertexInput.positionCS.z); | |
| #endif | |
| output.positionWS.xyz = vertexInput.positionWS.xyz; | |
| output.positionWS.w = fogFactor; | |
| output.clipPos = vertexInput.positionCS; | |
| output.color = GetParticleColor(input.color); | |
| #if defined(_FLIPBOOKBLENDING_ON) | |
| #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) | |
| GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); | |
| #else | |
| GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); | |
| #endif | |
| #else | |
| GetParticleTexcoords(output.texcoord, input.texcoords.xy); | |
| #endif | |
| #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) | |
| output.projectedPosition = vertexInput.positionNDC; | |
| #endif | |
| #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | |
| output.shadowCoord = GetShadowCoord(vertexInput); | |
| #endif | |
| return output; | |
| } | |
| half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target | |
| { | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| ParticleParams particleParams; | |
| InitParticleParams(input, particleParams); | |
| half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); | |
| half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams); | |
| half3 diffuse = AlphaModulate(albedo.rgb, albedo.a); | |
| half alpha = albedo.a; | |
| #if defined(_EMISSION) | |
| half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb; | |
| #else | |
| half3 emission = half3(0, 0, 0); | |
| #endif | |
| half4 specularGloss = SampleSpecularSmoothness(particleParams.uv, particleParams.blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); | |
| #if defined(_DISTORTION_ON) | |
| diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition); | |
| #endif | |
| InputData inputData; | |
| InitializeInputData(input, normalTS, inputData); | |
| half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, specularGloss.a, emission, alpha, normalTS); | |
| color.rgb = MixFog(color.rgb, inputData.fogCoord); | |
| color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface)); | |
| return color; | |
| } | |
| #endif // UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED | |