93 lines
2.7 KiB
HLSL

#ifndef UNIVERSAL_PARTICLES_UNLIT_INPUT_INCLUDED
#define UNIVERSAL_PARTICLES_UNLIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if !defined(SHADER_API_PS5) && !defined(SHADER_API_PS4)
CBUFFER_START(UnityPerMaterial)
#endif
float4 _SoftParticleFadeParams;
float4 _CameraFadeParams;
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _BaseColorAddSubDiff;
half _DistortionStrengthScaled;
half _DistortionBlend;
float4 _ConeTipData, _ConeAxis;
float4 _ExtraGeoData;
float3 _BoundsCenter, _BoundsExtents;
float3 _MeshBoundsCenter, _MeshBoundsExtents;
float _Border, _DistanceFallOff;
float3 _FallOff;
half4 _Color;
float4 _AreaExtents;
half4 _ParticleLightColor;
float _ParticleDistanceAtten;
float _NearClipDistance;
#if !defined(SHADER_API_PS5) && !defined(SHADER_API_PS4)
CBUFFER_END
#endif
struct AttributesParticle
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoords : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsParticle
{
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 positionWS : TEXCOORD1;
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
float4 projectedPosition : TEXCOORD6;
#endif
float3 vertexSH : TEXCOORD8; // SH
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
#define CAMERA_NEAR_FADE _CameraFadeParams.x
#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
// No distortion Support
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
albedo = MixParticleColor(albedo, particleColor, colorAddSubDiff);
albedo.rgb = AlphaModulate(albedo.rgb, albedo.a);
#if defined(_SOFTPARTICLES_ON)
albedo = SOFT_PARTICLE_MUL_ALBEDO(albedo, SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition));
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
#endif
return albedo;
}
#endif // UNIVERSAL_PARTICLES_PBR_INCLUDED