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- Shader "Lux URP/Particles/Simple Lit"
- {
- // ------------------------------------------
- // All lights are supported for lit particles
- // Per pixel or per vertex shadows
- Properties
- {
- [HeaderHelpLuxURP_URL(hgrc26wf1x5s)]
-
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _ZTest ("ZTest", Float) = 4 // "LessEqual"
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Cull", Float) = 2.0
- [HideInInspector]
- [Enum(Off,0,On,1)]_ZWrite ("ZWrite", Float) = 0.0
-
- [Space(5)]
- [Enum(Alpha,0,Premultiply,1,Additive,2,Multiply,3)]
- _Blend ("Blending Mode", Float) = 0
- [Enum(Multiply,0,Additive,1,Subtractive,2,Overlay,3,Color,4,Difference,5)]
- _ColorMode ("Color Mode", Float) = 0.0
- [Space(5)]
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 0.0
- [Toggle(_ADDITIONALLIGHT_SHADOWS)]
- _AdditionalLightShadows ("Additional Light Shadows", Float) = 1.0
- [Toggle(_PERVERTEX_SHADOWS)]
- _PerVertexShadows (" Per Vertex Shadows", Float) = 0.0
- _SampleOffset (" Sample Offset", Range(0, 2)) = 0.1
- [Header(Surface Inputs)]
- [Space(8)]
- _BaseColor ("Base Color", Color) = (1,1,1,1)
- _BaseMap ("Base Map", 2D) = "white" {}
- [Space(5)]
- [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1.0
- [Toggle]
- _EnableSpecGloss (" Enable Spec Gloss Map", Float) = 0.0
- [NoScaleOffset] _SpecGlossMap (" Spec Gloss Map", 2D) = "white" {}
- _SpecColor (" Specular (RGB) Smoothness(A)", Color) = (1.0, 1.0, 1.0, .5)
- //_Smoothness (" Smoothness", Range(0.0, 1.0)) = 0.5
- [Space(5)]
- [Toggle(_NORMALMAP)]
- _ApplyNormal ("Enable Normal Map", Float) = 0.0
- [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
- //_BumpScale (" Scale", Float) = 1.0
- [Space(5)]
- [Toggle(_EMISSION)]
- _EnableEmission ("Enable Emission", Float) = 0.0
- [NoScaleOffset] _EmissionMap (" Emission Map", 2D) = "white" {}
- [HDR]_EmissionColor (" Color", Color) = (1,1,1)
- [Space(5)]
- [Toggle(_TRANSMISSION)]
- _EnableTransmission ("Enable Transmission", Float) = 0.0
- _Transmission (" Transmission", Range(0.0, 1.0)) = 0.5
- _TransmissionDistortion (" Distortion", Range(0.01, 0.5)) = 0.01
-
- // Hidden properties - Generic
- [HideInInspector] _BlendOp("__blendop", Float) = 0.0
-
- // Particle specific
- [Header(Particle Options)]
- [Space(8)]
- [Toggle(_FLIPBOOKBLENDING_ON)]
- _FlipbookBlending ("Enable Flipbook Blending", Float) = 0.0
- [Space(5)]
- [Toggle(_DISTORTION_ON)]
- _DistortionEnabled ("Enable Distortion", Float) = 0.0
- _DistortionStrength (" Strength", Float) = 1.0
- _DistortionBlend (" Blend", Range(0.0, 1.0)) = 0.5
- [HideInInspector]
- _DistortionStrengthScaled (" Distortion Strength Scaled", Float) = 0.1
- [Space(5)]
- [Toggle(_SOFTPARTICLES_ON)]
- _SoftParticlesEnabled ("Enable Soft Particles", Float) = 0.0
- [LuxURPVectorTwoDrawer]
- _SoftParticleFadeParams (" Near (X) Far (Y)", Vector) = (0,1,0,0)
-
- [Space(5)]
- [Toggle(_FADING_ON)]
- _CameraFadingEnabled ("Enable Camera Fading", Float) = 0.0
- [LuxURPVectorTwoDrawer]
- _CameraFadeParamsRaw (" Near (X) Far (Y)", Vector) = (1,2,0,0)
- [HideInInspector]_CameraFadeParams (" Near (X) Far (Y)", Vector) = (1,1,0,0)
-
- // Hidden props
- [HideInInspector] _Surface("__surface", Float) = 0.0
- [HideInInspector] _AlphaClip("__clip", Float) = 0.0
- [HideInInspector] [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("__dst", Float) = 0.0
- [HideInInspector] _BaseColorAddSubDiff ("_ColorMode", Vector) = (0,0,0,0)
-
- // Editmode props
- [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
-
- // ObsoleteProperties
- [HideInInspector] _FlipbookMode("flipbook", Float) = 0
- [HideInInspector] _Glossiness("gloss", Float) = 0
- [HideInInspector] _Mode("mode", Float) = 0
- [HideInInspector] _Color("color", Color) = (1,1,1,1)
- // Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
- [HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
- [HideInInspector] _Color ("Color", Color) = (1,1,1,1)
- [HideInInspector] _Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.0
- }
- SubShader
- {
- Tags {
- "RenderType" = "Transparent"
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "PreviewType" = "Plane"
- "PerformanceChecks" = "False"
- "RenderPipeline" = "UniversalPipeline"
- }
- // ------------------------------------------------------------------
- // Forward pass.
- Pass
- {
- // Lightmode matches the ShaderPassName set in LightweightRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Lightweight Render Pipeline
- Name "ForwardLit"
- Tags {"LightMode" = "UniversalForward"}
-
- BlendOp[_BlendOp]
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
-
- 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
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _EMISSION
- //#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature _SPECULARHIGHLIGHTS_OFF _SPECGLOSSMAP _SPECULAR_COLOR
- // _RECEIVE_SHADOWS_OFF drives AdditionalLightRealtimeShadow() in shadows.hlsl. Without it being set no sampling will happen
- // shadows.hlsl differs in LWRP and URP
- #pragma shader_feature _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _PERVERTEX_SHADOWS
- #pragma shader_feature_local _PERVERTEX_SAMPLEOFFSET
- #pragma shader_feature_local _ADDITIONALLIGHT_SHADOWS
- #pragma shader_feature_local_fragment _TRANSMISSION
- // -------------------------------------
- // Particle Keywords
- #pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _ADDITIVE
- //#pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
- #pragma shader_feature _FLIPBOOKBLENDING_ON
- #pragma shader_feature _SOFTPARTICLES_ON
- #pragma shader_feature _FADING_ON
- #pragma shader_feature _DISTORTION_ON
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #if defined(_SHADOWS_SOFT) && defined(_PERVERTEX_SHADOWS)
- #undef _SHADOWS_SOFT
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
-
- #pragma vertex ParticlesLitVertex
- #pragma fragment ParticlesLitFragment
-
- #define BUMP_SCALE_NOT_SUPPORTED 1
-
- #include "Includes/Lux URP Particles Simple Lit Inputs.hlsl"
- #include "Includes/Lux URP Particles Simple Lit Forward Pass.hlsl"
- ENDHLSL
- }
- }
- Fallback "Lightweight Render Pipeline/Particles/Unlit"
- CustomEditor "LuxURPParticlesCustomShaderGUI"
- }
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