404 lines
11 KiB
HLSL
404 lines
11 KiB
HLSL
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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#ifndef UNITY_STANDARD_PARTICLES_EMISSIONMOD_INCLUDED
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#define UNITY_STANDARD_PARTICLES_EMISSIONMOD_INCLUDED
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#if _REQUIRE_UV2
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#define _FLIPBOOK_BLENDING 1
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#endif
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#if EFFECT_BUMP
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#define _DISTORTION_ON 1
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#endif
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardParticleInstancing.cginc"
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// Particles surface shader has a lot of variants in it, but some of those do not affect
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// code generation (i.e. don't have inpact on which Input/SurfaceOutput things are read or written into).
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// Surface shader analysis done during import time skips "completely identical" shader variants, so to
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// help this process we'll turn off some features that we know are not affecting the inputs/outputs.
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//
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// If you change the logic of what the below variants do, make sure to not regress code generation though,
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// e.g. compare full "show generated code" output of the surface shader before & after the change.
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#if defined(SHADER_TARGET_SURFACE_ANALYSIS)
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// All these only alter the color in various ways
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#undef _COLOROVERLAY_ON
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#undef _COLORCOLOR_ON
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#undef _COLORADDSUBDIFF_ON
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#undef _ALPHAMODULATE_ON
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#undef _ALPHATEST_ON
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// For inputs/outputs analysis SoftParticles and Fading are identical; so make sure to only keep one
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// of them ever defined.
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#if defined(SOFTPARTICLES_ON)
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#undef SOFTPARTICLES_ON
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#define _FADING_ON
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#endif
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#endif
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// Vertex shader input
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struct appdata_particles
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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#if defined(_FLIPBOOK_BLENDING) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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float4 texcoords : TEXCOORD0;
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float texcoordBlend : TEXCOORD1;
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#else
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float2 texcoords : TEXCOORD0;
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#endif
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#if defined(_NORMALMAP)
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float4 tangent : TANGENT;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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// Surface shader input
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struct Input
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{
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float4 color : COLOR;
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float2 texcoord;
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#if defined(_FLIPBOOK_BLENDING)
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float3 texcoord2AndBlend;
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#endif
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#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
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float4 projectedPosition;
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#endif
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#if _DISTORTION_ON
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float4 grabPassPosition;
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#endif
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};
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// Non-surface shader v2f structure
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struct VertexOutput
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{
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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UNITY_FOG_COORDS(0)
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float2 texcoord : TEXCOORD1;
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#if defined(_FLIPBOOK_BLENDING)
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float3 texcoord2AndBlend : TEXCOORD2;
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#endif
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#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
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float4 projectedPosition : TEXCOORD3;
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#endif
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#if _DISTORTION_ON
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float4 grabPassPosition : TEXCOORD4;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 readTexture(sampler2D tex, Input IN)
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{
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fixed4 color = tex2D (tex, IN.texcoord);
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#ifdef _FLIPBOOK_BLENDING
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fixed4 color2 = tex2D(tex, IN.texcoord2AndBlend.xy);
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color = lerp(color, color2, IN.texcoord2AndBlend.z);
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#endif
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return color;
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}
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fixed4 readTexture(sampler2D tex, VertexOutput IN)
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{
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fixed4 color = tex2D (tex, IN.texcoord);
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#ifdef _FLIPBOOK_BLENDING
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fixed4 color2 = tex2D(tex, IN.texcoord2AndBlend.xy);
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color = lerp(color, color2, IN.texcoord2AndBlend.z);
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#endif
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return color;
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}
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half4 _Color;
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sampler2D _BumpMap;
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half _BumpScale;
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sampler2D _EmissionMap;
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half3 _EmissionColor;
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sampler2D _MetallicGlossMap;
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half _Metallic;
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half _Glossiness;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float4 _SoftParticleFadeParams;
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float4 _CameraFadeParams;
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half _Cutoff;
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#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
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#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
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#define CAMERA_NEAR_FADE _CameraFadeParams.x
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#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
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#if _DISTORTION_ON
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sampler2D _GrabTexture;
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half _DistortionStrengthScaled;
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half _DistortionBlend;
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#endif
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#if defined (_COLORADDSUBDIFF_ON)
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half4 _ColorAddSubDiff;
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#endif
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#if defined(_COLORCOLOR_ON)
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half3 RGBtoHSV(half3 arg1)
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{
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half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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half4 P = lerp(half4(arg1.bg, K.wz), half4(arg1.gb, K.xy), step(arg1.b, arg1.g));
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half4 Q = lerp(half4(P.xyw, arg1.r), half4(arg1.r, P.yzx), step(P.x, arg1.r));
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half D = Q.x - min(Q.w, Q.y);
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half E = 1e-10;
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return half3(abs(Q.z + (Q.w - Q.y) / (6.0 * D + E)), D / (Q.x + E), Q.x);
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}
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half3 HSVtoRGB(half3 arg1)
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{
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half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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half3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www);
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return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y);
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}
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#endif
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// Color function
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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#define vertColor(c) \
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vertInstancingColor(c);
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#else
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#define vertColor(c)
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#endif
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// Flipbook vertex function
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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#if defined(_FLIPBOOK_BLENDING)
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#define vertTexcoord(v, o) \
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vertInstancingUVs(v.texcoords.xy, o.texcoord, o.texcoord2AndBlend);
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#else
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#define vertTexcoord(v, o) \
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vertInstancingUVs(v.texcoords.xy, o.texcoord); \
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o.texcoord = TRANSFORM_TEX(o.texcoord, _MainTex);
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#endif
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#else
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#if defined(_FLIPBOOK_BLENDING)
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#define vertTexcoord(v, o) \
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o.texcoord = v.texcoords.xy; \
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o.texcoord2AndBlend.xy = v.texcoords.zw; \
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o.texcoord2AndBlend.z = v.texcoordBlend;
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#else
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#define vertTexcoord(v, o) \
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o.texcoord = TRANSFORM_TEX(v.texcoords.xy, _MainTex);
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#endif
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#endif
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// Fading vertex function
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#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
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#define vertFading(o) \
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o.projectedPosition = ComputeScreenPos (clipPosition); \
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COMPUTE_EYEDEPTH(o.projectedPosition.z);
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#else
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#define vertFading(o)
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#endif
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// Distortion vertex function
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#if _DISTORTION_ON
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#define vertDistortion(o) \
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o.grabPassPosition = ComputeGrabScreenPos (clipPosition);
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#else
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#define vertDistortion(o)
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#endif
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// Color blending fragment function
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#if defined(_COLOROVERLAY_ON)
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#define fragColorMode(i) \
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albedo.rgb = lerp(1 - 2 * (1 - albedo.rgb) * (1 - i.color.rgb), 2 * albedo.rgb * i.color.rgb, step(albedo.rgb, 0.5)); \
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albedo.a *= i.color.a;
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#elif defined(_COLORCOLOR_ON)
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#define fragColorMode(i) \
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half3 aHSL = RGBtoHSV(albedo.rgb); \
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half3 bHSL = RGBtoHSV(i.color.rgb); \
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half3 rHSL = fixed3(bHSL.x, bHSL.y, aHSL.z); \
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albedo = fixed4(HSVtoRGB(rHSL), albedo.a * i.color.a);
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#elif defined(_COLORADDSUBDIFF_ON)
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#define fragColorMode(i) \
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albedo.rgb = albedo.rgb + i.color.rgb * _ColorAddSubDiff.x; \
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albedo.rgb = lerp(albedo.rgb, abs(albedo.rgb), _ColorAddSubDiff.y); \
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albedo.a *= i.color.a;
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#else
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#define fragColorMode(i) \
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albedo *= i.color;
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#endif
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// Pre-multiplied alpha helper
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#if defined(_ALPHAPREMULTIPLY_ON)
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#define ALBEDO_MUL albedo
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#else
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#define ALBEDO_MUL albedo.a
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#endif
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// Soft particles fragment function
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#if defined(SOFTPARTICLES_ON) && defined(_FADING_ON)
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#define fragSoftParticles(i) \
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float softParticlesFade = 1.0f; \
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if (SOFT_PARTICLE_NEAR_FADE > 0.0 || SOFT_PARTICLE_INV_FADE_DISTANCE > 0.0) \
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{ \
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projectedPosition))); \
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softParticlesFade = saturate (SOFT_PARTICLE_INV_FADE_DISTANCE * ((sceneZ - SOFT_PARTICLE_NEAR_FADE) - i.projectedPosition.z)); \
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ALBEDO_MUL *= softParticlesFade; \
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}
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#else
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#define fragSoftParticles(i) \
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float softParticlesFade = 1.0f;
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#endif
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// Camera fading fragment function
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#if defined(_FADING_ON)
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#define fragCameraFading(i) \
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float cameraFade = saturate((i.projectedPosition.z - CAMERA_NEAR_FADE) * CAMERA_INV_FADE_DISTANCE); \
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ALBEDO_MUL *= cameraFade;
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#else
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#define fragCameraFading(i) \
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float cameraFade = 1.0f;
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#endif
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#if _DISTORTION_ON
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#define fragDistortion(i) \
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float4 grabPosUV = UNITY_PROJ_COORD(i.grabPassPosition); \
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grabPosUV.xy += normal.xy * _DistortionStrengthScaled * albedo.a; \
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half3 grabPass = tex2Dproj(_GrabTexture, grabPosUV).rgb; \
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albedo.rgb = lerp(grabPass, albedo.rgb, saturate(albedo.a - _DistortionBlend));
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#else
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#define fragDistortion(i)
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#endif
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void vert (inout appdata_particles v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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float4 clipPosition = UnityObjectToClipPos(v.vertex);
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vertColor(v.color);
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vertTexcoord(v, o);
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vertFading(o);
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vertDistortion(o);
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}
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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half4 albedo = readTexture (_MainTex, IN);
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albedo *= _Color;
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fragColorMode(IN);
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fragSoftParticles(IN);
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fragCameraFading(IN);
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#if defined(_METALLICGLOSSMAP)
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fixed2 metallicGloss = readTexture (_MetallicGlossMap, IN).ra * fixed2(1.0, _Glossiness);
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#else
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fixed2 metallicGloss = fixed2(_Metallic, _Glossiness);
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#endif
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#if defined(_NORMALMAP)
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float3 normal = normalize (UnpackScaleNormal (readTexture (_BumpMap, IN), _BumpScale));
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#else
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float3 normal = float3(0,0,1);
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#endif
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#if defined(_EMISSION)
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half3 emission = readTexture (_EmissionMap, IN).rgb * cameraFade * softParticlesFade;
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#else
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half3 emission = 0;
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#endif
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fragDistortion(IN);
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//o.Albedo = albedo.rgb;
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o.Albedo = half3(0,0,0);
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#if defined(_NORMALMAP)
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o.Normal = normal;
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#endif
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//o.Emission = emission * _EmissionColor;
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half gamma = 4;
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//o.Emission = albedo * 16;
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o.Emission = albedo * 16 * pow(albedo, half4(1.0/gamma, 1.0/gamma, 1.0/gamma, 1.0/gamma));
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o.Metallic = metallicGloss.r;
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o.Smoothness = metallicGloss.g;
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#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) || defined(_ALPHAOVERLAY_ON)
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o.Alpha = albedo.a;
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#else
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o.Alpha = 1;
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#endif
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#if defined(_ALPHAMODULATE_ON)
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o.Albedo = lerp(half3(1.0, 1.0, 1.0), albedo.rgb, albedo.a);
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#endif
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#if defined(_ALPHATEST_ON)
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clip (albedo.a - _Cutoff + 0.0001);
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#endif
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}
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void vertParticleUnlit (appdata_particles v, out VertexOutput o)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 clipPosition = UnityObjectToClipPos(v.vertex);
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o.vertex = clipPosition;
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o.color = v.color;
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vertColor(o.color);
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vertTexcoord(v, o);
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vertFading(o);
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vertDistortion(o);
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UNITY_TRANSFER_FOG(o, o.vertex);
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}
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half4 fragParticleUnlit (VertexOutput IN) : SV_Target
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{
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half4 albedo = readTexture (_MainTex, IN);
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albedo *= _Color;
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fragColorMode(IN);
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fragSoftParticles(IN);
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fragCameraFading(IN);
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#if defined(_NORMALMAP)
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float3 normal = normalize (UnpackScaleNormal (readTexture (_BumpMap, IN), _BumpScale));
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#else
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float3 normal = float3(0,0,1);
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#endif
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#if defined(_EMISSION)
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half3 emission = readTexture (_EmissionMap, IN).rgb;
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#else
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half3 emission = 0;
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#endif
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fragDistortion(IN);
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half4 result = albedo;
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#if defined(_ALPHAMODULATE_ON)
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result.rgb = lerp(half3(1.0, 1.0, 1.0), albedo.rgb, albedo.a);
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#endif
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result.rgb += emission * _EmissionColor * cameraFade * softParticlesFade;
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#if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON) && !defined(_ALPHAOVERLAY_ON)
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result.a = 1;
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#endif
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#if defined(_ALPHATEST_ON)
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clip (albedo.a - _Cutoff + 0.0001);
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#endif
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UNITY_APPLY_FOG_COLOR(IN.fogCoord, result, fixed4(0,0,0,0));
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return result;
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}
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#endif // UNITY_STANDARD_PARTICLES_EMISSIONMOD_INCLUDED
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