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- #ifndef UNIVERSAL_PARTICLES_INCLUDED
- #define UNIVERSAL_PARTICLES_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
- TEXTURE2D_X(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
- TEXTURE2D_X(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
- // 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(1.0h, 1.0h, 1.0h), albedo.rgb, albedo.a * val), albedo.a * val)
- #else
- #define SOFT_PARTICLE_MUL_ALBEDO(albedo, val) albedo * half4(1.0h, 1.0h, 1.0h, val)
- #endif
- // Color blending fragment function
- float4 MixParticleColor(float4 baseColor, float4 particleColor, float4 colorAddSubDiff)
- {
- #if defined(_COLOROVERLAY_ON) // Overlay blend
- float4 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'
- float4 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)
- {
- float sceneZ = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(projection.xy / projection.w)).r, _ZBufferParams);
- float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams);
- 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 saturate((thisZ - near) * far);
- }
- half3 AlphaModulate(half3 albedo, half alpha)
- {
- #if defined(_ALPHAMODULATE_ON)
- return lerp(half3(1.0h, 1.0h, 1.0h), albedo, alpha);
- #elif defined(_ALPHAPREMULTIPLY_ON)
- return 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);
- float4 Distortion = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV);
- return lerp(Distortion.rgb, 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 = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, uv);
- #ifdef _FLIPBOOKBLENDING_ON
- half4 color2 = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, blendUv.xy);
- color = lerp(color, color2, 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 = 1.0h)
- {
- #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(0.0h, 0.0h, 1.0h);
- #endif
- }
- #endif // UNIVERSAL_PARTICLES_INCLUDED
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