Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Particles/Lux URP Particles Simple Lit.shader
2024-11-20 15:21:28 +01:00

216 lines
9.2 KiB
GLSL

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(5)]
[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(5)]
_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(5)]
[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 _NORMALMAP
#pragma shader_feature _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 _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
// -------------------------------------
// Lightweight 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 _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#if defined(_SHADOWS_SOFT) && defined(_PERVERTEX_SHADOWS)
#undef _SHADOWS_SOFT
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// -------------------------------------
// 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"
}