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ParticlesLitInput.hlsl 5.9KB

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  1. #ifndef UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
  2. #define UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  4. #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
  5. // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
  6. CBUFFER_START(UnityPerMaterial)
  7. float4 _SoftParticleFadeParams;
  8. float4 _CameraFadeParams;
  9. float4 _BaseMap_ST;
  10. half4 _BaseColor;
  11. half4 _EmissionColor;
  12. half4 _BaseColorAddSubDiff;
  13. half _Cutoff;
  14. half _Metallic;
  15. half _Smoothness;
  16. half _BumpScale;
  17. half _DistortionStrengthScaled;
  18. half _DistortionBlend;
  19. half _Surface;
  20. CBUFFER_END
  21. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
  22. TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
  23. #define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
  24. #define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
  25. #define CAMERA_NEAR_FADE _CameraFadeParams.x
  26. #define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
  27. // Pre-multiplied alpha helper
  28. #if defined(_ALPHAPREMULTIPLY_ON)
  29. #define ALBEDO_MUL albedo
  30. #else
  31. #define ALBEDO_MUL albedo.a
  32. #endif
  33. half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
  34. {
  35. half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
  36. half4 colorAddSubDiff = half4(0, 0, 0, 0);
  37. #if defined (_COLORADDSUBDIFF_ON)
  38. colorAddSubDiff = _BaseColorAddSubDiff;
  39. #endif
  40. // No distortion Support
  41. albedo = MixParticleColor(albedo, half4(particleColor), colorAddSubDiff);
  42. albedo.a = AlphaDiscard(albedo.a, _Cutoff);
  43. #if defined(_SOFTPARTICLES_ON)
  44. ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition);
  45. #endif
  46. #if defined(_FADING_ON)
  47. ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
  48. #endif
  49. return albedo;
  50. }
  51. half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params)
  52. {
  53. half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor;
  54. half4 colorAddSubDiff = half4(0, 0, 0, 0);
  55. #if defined (_COLORADDSUBDIFF_ON)
  56. colorAddSubDiff = _BaseColorAddSubDiff;
  57. #endif
  58. // No distortion Support
  59. albedo = MixParticleColor(albedo, half4(params.vertexColor), colorAddSubDiff);
  60. albedo.a = AlphaDiscard(albedo.a, _Cutoff);
  61. #if defined(_SOFTPARTICLES_ON)
  62. ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params);
  63. #endif
  64. #if defined(_FADING_ON)
  65. ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition);
  66. #endif
  67. return albedo;
  68. }
  69. inline void InitializeParticleLitSurfaceData(float2 uv, float3 blendUv, float4 particleColor, float4 projectedPosition, out SurfaceData outSurfaceData)
  70. {
  71. half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, particleColor, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
  72. #if defined(_METALLICSPECGLOSSMAP)
  73. half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), uv, blendUv).ra * half2(1.0, _Smoothness);
  74. #else
  75. half2 metallicGloss = half2(_Metallic, _Smoothness);
  76. #endif
  77. half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
  78. #if defined(_EMISSION)
  79. half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv).rgb * _EmissionColor.rgb;
  80. #else
  81. half3 emission = half3(0, 0, 0);
  82. #endif
  83. #if defined(_DISTORTION_ON)
  84. albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
  85. #endif
  86. outSurfaceData = (SurfaceData)0;
  87. outSurfaceData.albedo = albedo.rgb;
  88. outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
  89. outSurfaceData.normalTS = normalTS;
  90. outSurfaceData.emission = emission;
  91. outSurfaceData.metallic = metallicGloss.r;
  92. outSurfaceData.smoothness = metallicGloss.g;
  93. outSurfaceData.occlusion = 1.0;
  94. outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a); // Premultiply in UniversalPBR, BRDF init.
  95. outSurfaceData.alpha = albedo.a;
  96. outSurfaceData.clearCoatMask = half(0.0);
  97. outSurfaceData.clearCoatSmoothness = half(1.0);
  98. }
  99. inline void InitializeParticleLitSurfaceData(ParticleParams params, out SurfaceData outSurfaceData)
  100. {
  101. half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), params);
  102. #if defined(_METALLICSPECGLOSSMAP)
  103. half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), params.uv, params.blendUv).ra * half2(1.0, _Smoothness);
  104. #else
  105. half2 metallicGloss = half2(_Metallic, _Smoothness);
  106. #endif
  107. half3 normalTS = SampleNormalTS(params.uv, params.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
  108. #if defined(_EMISSION)
  109. half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), params.uv, params.blendUv).rgb * _EmissionColor.rgb;
  110. #else
  111. half3 emission = half3(0, 0, 0);
  112. #endif
  113. #if defined(_DISTORTION_ON)
  114. albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, params.projectedPosition);
  115. #endif
  116. outSurfaceData = (SurfaceData)0;
  117. outSurfaceData.albedo = albedo.rgb;
  118. outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
  119. outSurfaceData.normalTS = normalTS;
  120. outSurfaceData.emission = emission;
  121. outSurfaceData.metallic = metallicGloss.r;
  122. outSurfaceData.smoothness = metallicGloss.g;
  123. outSurfaceData.occlusion = 1.0;
  124. outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a);
  125. outSurfaceData.alpha = albedo.a;
  126. outSurfaceData.clearCoatMask = half(0.0);
  127. outSurfaceData.clearCoatSmoothness = half(1.0);
  128. }
  129. #endif // UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED