Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Particles /ParticlesSimpleLitInput.hlsl
| #ifndef UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED | |
| #define UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl" | |
| // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. | |
| CBUFFER_START(UnityPerMaterial) | |
| float4 _SoftParticleFadeParams; | |
| float4 _CameraFadeParams; | |
| float4 _BaseMap_ST; | |
| float4 _BaseMap_TexelSize; | |
| half4 _BaseColor; | |
| half4 _EmissionColor; | |
| half4 _BaseColorAddSubDiff; | |
| half4 _SpecColor; | |
| half _Cutoff; | |
| half _Smoothness; | |
| half _DistortionStrengthScaled; | |
| half _DistortionBlend; | |
| half _Surface; | |
| CBUFFER_END | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" | |
| TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); | |
| #define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x | |
| #define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y | |
| #define CAMERA_NEAR_FADE _CameraFadeParams.x | |
| #define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y | |
| #define _BumpScale 1.0 | |
| half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap)) | |
| { | |
| half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color; | |
| half4 colorAddSubDiff = half4(0, 0, 0, 0); | |
| #if defined (_COLORADDSUBDIFF_ON) | |
| colorAddSubDiff = _BaseColorAddSubDiff; | |
| #endif | |
| albedo = MixParticleColor(albedo, half4(particleColor), colorAddSubDiff); | |
| albedo.a = AlphaDiscard(albedo.a, _Cutoff); | |
| #if defined(_SOFTPARTICLES_ON) | |
| ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition); | |
| #endif | |
| #if defined(_FADING_ON) | |
| ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition); | |
| #endif | |
| return albedo; | |
| } | |
| half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params) | |
| { | |
| half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor; | |
| half4 colorAddSubDiff = half4(0, 0, 0, 0); | |
| #if defined (_COLORADDSUBDIFF_ON) | |
| colorAddSubDiff = _BaseColorAddSubDiff; | |
| #endif | |
| albedo = MixParticleColor(albedo, half4(params.vertexColor), colorAddSubDiff); | |
| albedo.a = AlphaDiscard(albedo.a, _Cutoff); | |
| #if defined(_SOFTPARTICLES_ON) | |
| ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params); | |
| #endif | |
| #if defined(_FADING_ON) | |
| ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition); | |
| #endif | |
| return albedo; | |
| } | |
| half4 SampleSpecularSmoothness(float2 uv, float3 blendUv, half alpha, half4 specColor, TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap)) | |
| { | |
| half4 specularGloss = half4(0, 0, 0, 1); | |
| #ifdef _SPECGLOSSMAP | |
| specularGloss = BlendTexture(TEXTURE2D_ARGS(specGlossMap, sampler_specGlossMap), uv, blendUv); | |
| #elif defined(_SPECULAR_COLOR) | |
| specularGloss = specColor; | |
| #endif | |
| #ifdef _GLOSSINESS_FROM_BASE_ALPHA | |
| specularGloss.a = alpha; | |
| #endif | |
| return specularGloss; | |
| } | |
| #endif // UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED | |