679 lines
23 KiB
Plaintext
679 lines
23 KiB
Plaintext
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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Shader "Amazing Assets/Curved World/Particles/Standard Surface"
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{
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Properties
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{
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DistortionStrength("Strength", Float) = 1.0
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_DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5
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_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
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_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
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_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
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_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
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// Hidden properties
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _FlipbookMode ("__flipbookmode", Float) = 0.0
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[HideInInspector] _LightingEnabled ("__lightingenabled", Float) = 1.0
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[HideInInspector] _DistortionEnabled ("__distortionenabled", Float) = 0.0
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[HideInInspector] _EmissionEnabled ("__emissionenabled", Float) = 0.0
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[HideInInspector] _BlendOp ("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _Cull ("__cull", Float) = 2.0
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[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
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[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
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[HideInInspector] _SoftParticleFadeParams ("__softparticlefadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _CameraFadeParams ("__camerafadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _DistortionStrengthScaled ("__distortionstrengthscaled", Float) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" }
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BlendOp [_BlendOp]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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GrabPass
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{
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Tags { "LightMode" = "GrabPass" }
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"_GrabTexture"
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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//vertInstancingSetup writes to global, not allowed with DXC
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#pragma never_use_dxc
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#pragma target 3.0
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _METALLICGLOSSMAP
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertParticleShadowCaster
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#pragma fragment fragParticleShadowCaster
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#include "UnityStandardParticleShadow.cginc"
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ENDCG
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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//vertInstancingSetup writes to global, not allowed with DXC
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#pragma never_use_dxc
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#pragma target 3.0
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertEditorPass
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#pragma fragment fragSceneHighlightPass
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#include "UnityStandardParticleEditor.cginc"
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ENDCG
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}
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// ---- forward rendering base pass:
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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// compile directives
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma multi_compile __ SOFTPARTICLES_ON
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#pragma multi_compile __ SHADOWS_SHADOWMASK
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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//vertInstancingSetup writes to global, not allowed with DXC
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#pragma never_use_dxc
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#pragma target 3.0
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#pragma multi_compile_fog
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#pragma multi_compile_fwdbase noshadowmask nodynlightmap nolightmap
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#include "HLSLSupport.cginc"
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#define UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#define UNITY_INSTANCING_PROCEDURAL_FUNC vertInstancingSetup
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#include "UnityCG.cginc"
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//Shader does not support lightmap thus we always want to fallback to SH.
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#undef UNITY_SHOULD_SAMPLE_SH
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#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _METALLICGLOSSMAP
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_fragment _EMISSION
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#pragma shader_feature_local _FADING_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma shader_feature_local EFFECT_BUMP
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "UnityStandardParticles.cginc"
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// vertex-to-fragment interpolation data
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// no lightmaps:
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#ifndef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_TSPACE
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struct v2f_surf {
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UNITY_POSITION(pos);
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float4 tSpace0 : TEXCOORD0;
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float4 tSpace1 : TEXCOORD1;
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float4 tSpace2 : TEXCOORD2;
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fixed4 color : COLOR0;
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float2 custompack0 : TEXCOORD3; // texcoord
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#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD4; // SH
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#endif
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UNITY_LIGHTING_COORDS(5,6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float4 tSpace0 : TEXCOORD0;
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float4 tSpace1 : TEXCOORD1;
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float4 tSpace2 : TEXCOORD2;
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fixed4 color : COLOR0;
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float2 custompack0 : TEXCOORD3; // texcoord
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#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD4; // SH
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#endif
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UNITY_FOG_COORDS(5)
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UNITY_SHADOW_COORDS(6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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// with lightmaps:
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#ifdef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_TSPACE
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struct v2f_surf {
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UNITY_POSITION(pos);
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float4 tSpace0 : TEXCOORD0;
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float4 tSpace1 : TEXCOORD1;
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float4 tSpace2 : TEXCOORD2;
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fixed4 color : COLOR0;
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float2 custompack0 : TEXCOORD3; // texcoord
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float4 lmap : TEXCOORD4;
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UNITY_LIGHTING_COORDS(5,6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float4 tSpace0 : TEXCOORD0;
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float4 tSpace1 : TEXCOORD1;
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float4 tSpace2 : TEXCOORD2;
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fixed4 color : COLOR0;
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float2 custompack0 : TEXCOORD3; // texcoord
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float4 lmap : TEXCOORD4;
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UNITY_FOG_COORDS(5)
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UNITY_SHADOW_COORDS(6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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// vertex shader
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v2f_surf vert_surf (appdata_particles v) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f_surf o;
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UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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Input customInputData;
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vert (v, customInputData);
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o.custompack0.xy = customInputData.texcoord;
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o.pos = UnityObjectToClipPos(v.vertex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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o.color = v.color;
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#ifdef LIGHTMAP_ON
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o.lmap.xy = half2(0.0, 0.0) * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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// SH/ambient and vertex lights
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#ifndef LIGHTMAP_ON
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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o.sh = 0;
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// Approximated illumination from non-important point lights
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#ifdef VERTEXLIGHT_ON
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o.sh += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPos, worldNormal);
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#endif
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o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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#endif
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#endif // !LIGHTMAP_ON
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UNITY_TRANSFER_LIGHTING(o,half2(0.0, 0.0)); // pass shadow and, possibly, light cookie coordinates to pixel shader
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
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#else
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UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
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#endif
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return o;
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}
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// fragment shader
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fixed4 frag_surf (v2f_surf IN) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(IN);
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// prepare and unpack data
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Input surfIN;
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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#else
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UNITY_EXTRACT_FOG(IN);
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#endif
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_RECONSTRUCT_TBN(IN);
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#else
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UNITY_EXTRACT_TBN(IN);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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surfIN.color.x = 1.0;
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surfIN.texcoord.x = 1.0;
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surfIN.texcoord = IN.custompack0.xy;
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float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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surfIN.color = IN.color;
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#ifdef UNITY_COMPILER_HLSL
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SurfaceOutputStandard o = (SurfaceOutputStandard)0;
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#else
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SurfaceOutputStandard o;
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#endif
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Alpha = 0.0;
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o.Occlusion = 1.0;
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fixed3 normalWorldVertex = fixed3(0,0,1);
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o.Normal = fixed3(0,0,1);
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// call surface function
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surf (surfIN, o);
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// compute lighting & shadowing factor
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
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fixed4 c = 0;
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float3 worldN;
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worldN.x = dot(_unity_tbn_0, o.Normal);
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worldN.y = dot(_unity_tbn_1, o.Normal);
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worldN.z = dot(_unity_tbn_2, o.Normal);
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worldN = normalize(worldN);
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o.Normal = worldN;
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// Setup lighting environment
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UnityGI gi;
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UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
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gi.indirect.diffuse = 0;
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gi.indirect.specular = 0;
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gi.light.color = _LightColor0.rgb;
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gi.light.dir = lightDir;
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// Call GI (lightmaps/SH/reflections) lighting function
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UnityGIInput giInput;
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UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
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giInput.light = gi.light;
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giInput.worldPos = worldPos;
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giInput.worldViewDir = worldViewDir;
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giInput.atten = atten;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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giInput.lightmapUV = IN.lmap;
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#else
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giInput.lightmapUV = 0.0;
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#endif
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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giInput.ambient = IN.sh;
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#else
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giInput.ambient.rgb = 0.0;
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#endif
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giInput.probeHDR[0] = unity_SpecCube0_HDR;
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giInput.probeHDR[1] = unity_SpecCube1_HDR;
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
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giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
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#endif
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION
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giInput.boxMax[0] = unity_SpecCube0_BoxMax;
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giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
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giInput.boxMax[1] = unity_SpecCube1_BoxMax;
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giInput.boxMin[1] = unity_SpecCube1_BoxMin;
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giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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LightingStandard_GI(o, giInput, gi);
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// realtime lighting: call lighting function
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c += LightingStandard (o, worldViewDir, gi);
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c.rgb += o.Emission;
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UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
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return c;
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}
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ENDCG
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}
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// ---- deferred shading pass:
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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CGPROGRAM
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// compile directives
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma multi_compile __ SOFTPARTICLES_ON
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#pragma multi_compile __ SHADOWS_SHADOWMASK
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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//vertInstancingSetup writes to global, not allowed with DXC
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#pragma never_use_dxc
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile_prepassfinal noshadowmask nodynlightmap nolightmap
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#include "HLSLSupport.cginc"
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#define UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#define UNITY_INSTANCING_PROCEDURAL_FUNC vertInstancingSetup
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#include "UnityCG.cginc"
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//Shader does not support lightmap thus we always want to fallback to SH.
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#undef UNITY_SHOULD_SAMPLE_SH
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#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _METALLICGLOSSMAP
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_fragment _EMISSION
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#pragma shader_feature_local _FADING_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma shader_feature_local EFFECT_BUMP
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "UnityStandardParticles.cginc"
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// vertex-to-fragment interpolation data
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struct v2f_surf {
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UNITY_POSITION(pos);
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float4 tSpace0 : TEXCOORD0;
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float4 tSpace1 : TEXCOORD1;
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float4 tSpace2 : TEXCOORD2;
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fixed4 color : COLOR0;
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float2 custompack0 : TEXCOORD3; // texcoord
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#ifndef DIRLIGHTMAP_OFF
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float3 viewDir : TEXCOORD4;
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#endif
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float4 lmap : TEXCOORD5;
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#ifndef LIGHTMAP_ON
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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half3 sh : TEXCOORD6; // SH
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#endif
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#else
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#ifdef DIRLIGHTMAP_OFF
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float4 lmapFadePos : TEXCOORD6;
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#endif
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// vertex shader
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v2f_surf vert_surf (appdata_particles v) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f_surf o;
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UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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Input customInputData;
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vert (v, customInputData);
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o.custompack0.xy = customInputData.texcoord;
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o.pos = UnityObjectToClipPos(v.vertex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);
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#ifndef DIRLIGHTMAP_OFF
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o.viewDir.x = dot(viewDirForLight, worldTangent);
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o.viewDir.y = dot(viewDirForLight, worldBinormal);
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o.viewDir.z = dot(viewDirForLight, worldNormal);
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#endif
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o.color = v.color;
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o.lmap.zw = 0;
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#ifdef LIGHTMAP_ON
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o.lmap.xy = half2(0.0, 0.0) * unity_LightmapST.xy + unity_LightmapST.zw;
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#ifdef DIRLIGHTMAP_OFF
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o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
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o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
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#endif
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#else
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o.lmap.xy = 0;
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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o.sh = 0;
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o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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#endif
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#endif
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return o;
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}
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#ifdef LIGHTMAP_ON
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float4 unity_LightmapFade;
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#endif
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fixed4 unity_Ambient;
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// fragment shader
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void frag_surf (v2f_surf IN,
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out half4 outGBuffer0 : SV_Target0,
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out half4 outGBuffer1 : SV_Target1,
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out half4 outGBuffer2 : SV_Target2,
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out half4 outEmission : SV_Target3
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#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
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, out half4 outShadowMask : SV_Target4
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#endif
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) {
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UNITY_SETUP_INSTANCE_ID(IN);
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// prepare and unpack data
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Input surfIN;
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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#else
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UNITY_EXTRACT_FOG(IN);
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#endif
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_RECONSTRUCT_TBN(IN);
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#else
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UNITY_EXTRACT_TBN(IN);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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surfIN.color.x = 1.0;
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surfIN.texcoord.x = 1.0;
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surfIN.texcoord = IN.custompack0.xy;
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float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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surfIN.color = IN.color;
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#ifdef UNITY_COMPILER_HLSL
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SurfaceOutputStandard o = (SurfaceOutputStandard)0;
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#else
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SurfaceOutputStandard o;
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#endif
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Alpha = 0.0;
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o.Occlusion = 1.0;
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fixed3 normalWorldVertex = fixed3(0,0,1);
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o.Normal = fixed3(0,0,1);
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// call surface function
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surf (surfIN, o);
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fixed3 originalNormal = o.Normal;
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float3 worldN;
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worldN.x = dot(_unity_tbn_0, o.Normal);
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worldN.y = dot(_unity_tbn_1, o.Normal);
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worldN.z = dot(_unity_tbn_2, o.Normal);
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worldN = normalize(worldN);
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o.Normal = worldN;
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half atten = 1;
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// Setup lighting environment
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UnityGI gi;
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UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
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gi.indirect.diffuse = 0;
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gi.indirect.specular = 0;
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gi.light.color = 0;
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gi.light.dir = half3(0,1,0);
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// Call GI (lightmaps/SH/reflections) lighting function
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UnityGIInput giInput;
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UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
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giInput.light = gi.light;
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giInput.worldPos = worldPos;
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giInput.worldViewDir = worldViewDir;
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giInput.atten = atten;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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giInput.lightmapUV = IN.lmap;
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#else
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giInput.lightmapUV = 0.0;
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#endif
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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giInput.ambient = IN.sh;
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#else
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giInput.ambient.rgb = 0.0;
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#endif
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giInput.probeHDR[0] = unity_SpecCube0_HDR;
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giInput.probeHDR[1] = unity_SpecCube1_HDR;
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
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giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
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#endif
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION
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giInput.boxMax[0] = unity_SpecCube0_BoxMax;
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giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
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giInput.boxMax[1] = unity_SpecCube1_BoxMax;
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giInput.boxMin[1] = unity_SpecCube1_BoxMin;
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giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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LightingStandard_GI(o, giInput, gi);
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// call lighting function to output g-buffer
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outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
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#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
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outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
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#endif
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#ifndef UNITY_HDR_ON
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outEmission.rgb = exp2(-outEmission.rgb);
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#endif
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}
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ENDCG
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}
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}
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Fallback "VertexLit"
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CustomEditor "AmazingAssets.CurvedWorld.Editor.StandardParticlesShaderGUI"
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}
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