OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Particles/Particle Standard Surface.s...

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