Shader "VolumetricLights/DustParticles" { 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 [HideInInspector] _ParticleDistanceAtten ("Distance Atten", Float) = 10 // 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) [HideInInspector] _BoundsCenter("Bounds Center", Vector) = (0,0,0) [HideInInspector] _BoundsExtents("Bounds Size", Vector) = (0,0,0) [HideInInspector] _ConeTipData("Cone Tip Data", Vector) = (0,0,0,0.1) [HideInInspector] _ExtraGeoData("Extra Geo Data", Vector) = (1.0, 0, 0) [HideInInspector] _Border("Border", Float) = 0.1 [HideInInspector] _DistanceFallOff("Length Falloff", Float) = 0 [HideInInspector] _NearClipDistance("Near Clip Distance", Float) = 0 [HideInInspector] _FallOff("FallOff Physical", Vector) = (1.0, 2.0, 1.0) [HideInInspector] _ConeAxis("Cone Axis", Vector) = (0,0,0,0.5) [HideInInspector] _AreaExtents("Area Extents", Vector) = (0,0,0,1) [HideInInspector] _ParticleLightColor("Particle Light Color", Color) = (1,1,1,1) [HideInInspector] _ShadowIntensity("Shadow Intensity", Vector) = (0,1,0,0) [HideInInspector] _Cookie2D("Cookie (2D)", 2D) = "black" {} [HideInInspector] _Cookie2D_SS("Cookie (Scale and Speed)", Vector) = (1,1,0,0) [HideInInspector] _Cookie2D_Offset("Cookie (Offset)", Vector) = (0,0,0,0) } SubShader { Tags{"RenderType" = "Transparent" "Queue"="Transparent+1" "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" Blend SrcAlpha One ZWrite Off Cull Off 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 // ------------------------------------- // Particle Keywords // #pragma shader_feature _SOFTPARTICLES_ON // #pragma shader_feature _FADING_ON // #pragma shader_feature _DISTORTION_ON #pragma multi_compile_local_fragment VL_SPOT VL_SPOT_COOKIE VL_POINT VL_AREA_RECT VL_AREA_DISC #pragma multi_compile_local_fragment _ VL_SHADOWS VL_SHADOWS_CUBEMAP VL_SHADOWS_TRANSLUCENCY #pragma multi_compile_local_fragment _ VL_PHYSICAL_ATTEN #pragma shader_feature_local_fragment _ VL_CUSTOM_BOUNDS // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog #pragma vertex vertParticleUnlit #pragma fragment fragParticleUnlit #undef unity_WorldToObject #define unity_WorldToObject _WorldToLocal #include_with_pragmas "DustParticlesInput.hlsl" #include_with_pragmas "DustParticlesForwardPass.hlsl" ENDHLSL } } }