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- #ifndef UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
- #define UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct AttributesParticle
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- half4 color : COLOR;
- #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
- float4 texcoords : TEXCOORD0;
- float texcoordBlend : TEXCOORD1;
- #else
- float2 texcoords : TEXCOORD0;
- #endif
- float4 tangent : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsParticle
- {
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 positionWS : TEXCOORD1;
- #ifdef _NORMALMAP
- float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
- float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
- float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
- #else
- float3 normalWS : TEXCOORD2;
- float3 viewDirWS : TEXCOORD3;
- #endif
- #if defined(_FLIPBOOKBLENDING_ON)
- float3 texcoord2AndBlend : TEXCOORD5;
- #endif
- #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
- float4 projectedPosition : TEXCOORD6;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD7;
- #endif
- float3 vertexSH : TEXCOORD8; // SH
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
- {
- output = (InputData)0;
- output.positionWS = input.positionWS.xyz;
- #ifdef _NORMALMAP
- half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- output.normalWS = TransformTangentToWorld(normalTS,
- half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
- #else
- half3 viewDirWS = input.viewDirWS;
- output.normalWS = input.normalWS;
- #endif
- output.normalWS = NormalizeNormalPerPixel(output.normalWS);
- #if SHADER_HINT_NICE_QUALITY
- viewDirWS = SafeNormalize(viewDirWS);
- #endif
- output.viewDirectionWS = viewDirWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
- #else
- output.shadowCoord = float4(0, 0, 0, 0);
- #endif
- output.fogCoord = (half)input.positionWS.w;
- output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
- output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- VaryingsParticle ParticlesLitVertex(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.vertex.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
- half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- #if !SHADER_HINT_NICE_QUALITY
- viewDirWS = SafeNormalize(viewDirWS);
- #endif
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #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 = normalInput.normalWS;
- output.viewDirWS = viewDirWS;
- #endif
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
- output.positionWS.xyz = vertexInput.positionWS;
- output.positionWS.w = fogFactor;
- output.clipPos = vertexInput.positionCS;
- output.color = input.color;
- output.texcoord = input.texcoords.xy;
- #ifdef _FLIPBOOKBLENDING_ON
- output.texcoord2AndBlend.xy = input.texcoords.zw;
- output.texcoord2AndBlend.z = input.texcoordBlend;
- #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);
- float3 blendUv = float3(0, 0, 0);
- #if defined(_FLIPBOOKBLENDING_ON)
- blendUv = input.texcoord2AndBlend;
- #endif
- float4 projectedPosition = float4(0,0,0,0);
- #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
- projectedPosition = input.projectedPosition;
- #endif
- SurfaceData surfaceData;
- InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, surfaceData);
- InputData inputData = (InputData)0;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo,
- surfaceData.metallic, half3(0, 0, 0), surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- return color;
- }
- #endif // UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
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