Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Particles /ParticlesUnlitForwardPass.hlsl
| #ifndef UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED | |
| #define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" | |
| void InitializeInputData(VaryingsParticle input, SurfaceData surfaceData, 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(surfaceData.normalTS, inputData.tangentToWorld); | |
| #else | |
| half3 viewDirWS = input.viewDirWS; | |
| inputData.normalWS = input.normalWS; | |
| #endif | |
| inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); | |
| viewDirWS = SafeNormalize(viewDirWS); | |
| inputData.viewDirectionWS = viewDirWS; | |
| inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w); | |
| inputData.vertexLighting = 0; | |
| #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 = 1; | |
| inputData.shadowCoord = 0; | |
| #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 | |
| } | |
| void InitializeSurfaceData(ParticleParams particleParams, out SurfaceData surfaceData) | |
| { | |
| surfaceData = (SurfaceData)0; | |
| half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams); | |
| half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); | |
| #if defined (_DISTORTION_ON) | |
| albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition); | |
| #endif | |
| #if defined(_EMISSION) | |
| half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb; | |
| #else | |
| const half3 emission = 0; | |
| #endif | |
| surfaceData.albedo = albedo.rgb; | |
| surfaceData.specular = 0; | |
| surfaceData.normalTS = normalTS; | |
| surfaceData.emission = emission; | |
| surfaceData.metallic = 0; | |
| surfaceData.smoothness = 1; | |
| surfaceData.occlusion = 1; | |
| surfaceData.alpha = albedo.a; | |
| surfaceData.clearCoatMask = 0; | |
| surfaceData.clearCoatSmoothness = 1; | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| // Vertex and Fragment functions // | |
| /////////////////////////////////////////////////////////////////////////////// | |
| VaryingsParticle vertParticleUnlit(AttributesParticle input) | |
| { | |
| VaryingsParticle output = (VaryingsParticle)0; | |
| 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); | |
| half fogFactor = 0.0; | |
| #if !defined(_FOG_FRAGMENT) | |
| fogFactor = ComputeFogFactor(vertexInput.positionCS.z); | |
| #endif | |
| // position ws is used to compute eye depth in vertFading | |
| output.positionWS.xyz = vertexInput.positionWS; | |
| output.positionWS.w = fogFactor; | |
| output.clipPos = vertexInput.positionCS; | |
| output.color = GetParticleColor(input.color); | |
| 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 | |
| #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 | |
| return output; | |
| } | |
| half4 fragParticleUnlit(VaryingsParticle input) : SV_Target | |
| { | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| ParticleParams particleParams; | |
| InitParticleParams(input, particleParams); | |
| SurfaceData surfaceData; | |
| InitializeSurfaceData(particleParams, surfaceData); | |
| InputData inputData; | |
| InitializeInputData(input, surfaceData, inputData); | |
| SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, input.texcoord, _BaseMap); | |
| half4 finalColor = UniversalFragmentUnlit(inputData, surfaceData); | |
| #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) | |
| float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); | |
| AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV); | |
| finalColor.rgb *= aoFactor.directAmbientOcclusion; | |
| #endif | |
| finalColor.rgb = MixFog(finalColor.rgb, inputData.fogCoord); | |
| finalColor.a = OutputAlpha(finalColor.a, IsSurfaceTypeTransparent(_Surface)); | |
| return finalColor; | |
| } | |
| #endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED | |