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- Shader "Universal Render Pipeline/Particles/Unlit"
- {
- Properties
- {
- _BaseMap("Base Map", 2D) = "white" {}
- _BaseColor("Base Color", Color) = (1,1,1,1)
- _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
- _BumpMap("Normal Map", 2D) = "bump" {}
- _EmissionColor("Color", Color) = (0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
- // -------------------------------------
- // Particle specific
- _SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
- _SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
- _CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
- _CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
- _DistortionBlend("Distortion Blend", Float) = 0.5
- _DistortionStrength("Distortion Strength", Float) = 1.0
- // -------------------------------------
- // Hidden properties - Generic
- [HideInInspector] _Surface("__surface", Float) = 0.0
- [HideInInspector] _Blend("__mode", Float) = 0.0
- [HideInInspector] _AlphaClip("__clip", Float) = 0.0
- [HideInInspector] _BlendOp("__blendop", Float) = 0.0
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [HideInInspector] _ZWrite("__zw", Float) = 1.0
- [HideInInspector] _Cull("__cull", Float) = 2.0
- // Particle specific
- [HideInInspector] _ColorMode("_ColorMode", Float) = 0.0
- [HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
- [ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
- [HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
- [HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
- [HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
- [HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
- [HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0
- [HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
- // Editmode props
- [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
- // ObsoleteProperties
- [HideInInspector] _FlipbookMode("flipbook", Float) = 0
- [HideInInspector] _Mode("mode", Float) = 0
- [HideInInspector] _Color("color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline"}
- // ------------------------------------------------------------------
- // Forward pass.
- Pass
- {
- // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Render Pipeline
- Name "ForwardLit"
- BlendOp[_BlendOp]
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- ColorMask RGB
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _EMISSION
- // -------------------------------------
- // Particle Keywords
- #pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
- #pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
- #pragma shader_feature _FLIPBOOKBLENDING_ON
- #pragma shader_feature _SOFTPARTICLES_ON
- #pragma shader_feature _FADING_ON
- #pragma shader_feature _DISTORTION_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- #pragma vertex vertParticleUnlit
- #pragma fragment fragParticleUnlit
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl"
- ENDHLSL
- }
- }
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesUnlitShader"
- }
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