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ParticlesUnlitForwardPass.hlsl 5.9KB

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  1. #ifndef UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
  2. #define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
  4. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
  5. void InitializeInputData(VaryingsParticle input, SurfaceData surfaceData, out InputData inputData)
  6. {
  7. inputData = (InputData)0;
  8. inputData.positionWS = input.positionWS.xyz;
  9. #ifdef _NORMALMAP
  10. half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
  11. inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
  12. inputData.normalWS = TransformTangentToWorld(surfaceData.normalTS, inputData.tangentToWorld);
  13. #else
  14. half3 viewDirWS = input.viewDirWS;
  15. inputData.normalWS = input.normalWS;
  16. #endif
  17. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  18. viewDirWS = SafeNormalize(viewDirWS);
  19. inputData.viewDirectionWS = viewDirWS;
  20. inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS.xyz, 1.0), input.positionWS.w);
  21. inputData.vertexLighting = 0;
  22. #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
  23. inputData.bakedGI = SAMPLE_GI(input.vertexSH,
  24. GetAbsolutePositionWS(inputData.positionWS),
  25. inputData.normalWS,
  26. inputData.viewDirectionWS,
  27. input.clipPos.xy,
  28. input.probeOcclusion,
  29. inputData.shadowMask);
  30. #else
  31. inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS);
  32. #endif
  33. inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
  34. inputData.shadowMask = 1;
  35. inputData.shadowCoord = 0;
  36. #if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS)
  37. inputData.vertexSH = input.vertexSH;
  38. #endif
  39. }
  40. void InitializeSurfaceData(ParticleParams particleParams, out SurfaceData surfaceData)
  41. {
  42. surfaceData = (SurfaceData)0;
  43. half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams);
  44. half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
  45. #if defined (_DISTORTION_ON)
  46. albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition);
  47. #endif
  48. #if defined(_EMISSION)
  49. half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb;
  50. #else
  51. const half3 emission = 0;
  52. #endif
  53. surfaceData.albedo = albedo.rgb;
  54. surfaceData.specular = 0;
  55. surfaceData.normalTS = normalTS;
  56. surfaceData.emission = emission;
  57. surfaceData.metallic = 0;
  58. surfaceData.smoothness = 1;
  59. surfaceData.occlusion = 1;
  60. surfaceData.alpha = albedo.a;
  61. surfaceData.clearCoatMask = 0;
  62. surfaceData.clearCoatSmoothness = 1;
  63. }
  64. ///////////////////////////////////////////////////////////////////////////////
  65. // Vertex and Fragment functions //
  66. ///////////////////////////////////////////////////////////////////////////////
  67. VaryingsParticle vertParticleUnlit(AttributesParticle input)
  68. {
  69. VaryingsParticle output = (VaryingsParticle)0;
  70. UNITY_SETUP_INSTANCE_ID(input);
  71. UNITY_TRANSFER_INSTANCE_ID(input, output);
  72. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  73. VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  74. VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  75. half fogFactor = 0.0;
  76. #if !defined(_FOG_FRAGMENT)
  77. fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
  78. #endif
  79. // position ws is used to compute eye depth in vertFading
  80. output.positionWS.xyz = vertexInput.positionWS;
  81. output.positionWS.w = fogFactor;
  82. output.clipPos = vertexInput.positionCS;
  83. output.color = GetParticleColor(input.color);
  84. half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
  85. #ifdef _NORMALMAP
  86. output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
  87. output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
  88. output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
  89. #else
  90. output.normalWS = half3(normalInput.normalWS);
  91. output.viewDirWS = viewDirWS;
  92. #endif
  93. #if defined(_FLIPBOOKBLENDING_ON)
  94. #if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
  95. GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
  96. #else
  97. GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
  98. #endif
  99. #else
  100. GetParticleTexcoords(output.texcoord, input.texcoords.xy);
  101. #endif
  102. #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
  103. output.projectedPosition = vertexInput.positionNDC;
  104. #endif
  105. return output;
  106. }
  107. half4 fragParticleUnlit(VaryingsParticle input) : SV_Target
  108. {
  109. UNITY_SETUP_INSTANCE_ID(input);
  110. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  111. ParticleParams particleParams;
  112. InitParticleParams(input, particleParams);
  113. SurfaceData surfaceData;
  114. InitializeSurfaceData(particleParams, surfaceData);
  115. InputData inputData;
  116. InitializeInputData(input, surfaceData, inputData);
  117. SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, input.texcoord, _BaseMap);
  118. half4 finalColor = UniversalFragmentUnlit(inputData, surfaceData);
  119. #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
  120. float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
  121. AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
  122. finalColor.rgb *= aoFactor.directAmbientOcclusion;
  123. #endif
  124. finalColor.rgb = MixFog(finalColor.rgb, inputData.fogCoord);
  125. finalColor.a = OutputAlpha(finalColor.a, IsSurfaceTypeTransparent(_Surface));
  126. return finalColor;
  127. }
  128. #endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED