WuhuIsland/Assets/SLZShaders/Include/Particle/ShaderInjector/ParticleBasic.hlsl
Jo 5eb961ae8a chore: add MarrowSDK plugin
Signed-off-by: Jo <johannesreckers2006@gmail.com>
2024-08-07 01:40:32 +02:00

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4.1 KiB
HLSL

/*-----------------------------------------------------------------------------------------------------*
*-----------------------------------------------------------------------------------------------------*
* WARNING: THIS FILE WAS CREATED WITH SHADERINJECTOR, AND SHOULD NOT BE EDITED DIRECTLY. MODIFY THE *
* BASE INCLUDE AND INJECTED FILES INSTEAD, AND REGENERATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *
*-----------------------------------------------------------------------------------------------------*
*-----------------------------------------------------------------------------------------------------*/
#pragma target 5.0
//#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
#if defined(SHADER_API_MOBILE)
#else
#endif
#pragma multi_compile_fog
#pragma skip_variants FOG_LINEAR
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Include/Particle/billboard.hlsl"
struct appdata
{
float4 vertex : POSITION;
float4 uv0_vertexStream0_xy : TEXCOORD0;
half4 color : COLOR;
float vertexStream1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 wPos_xyz_fog_x : TEXCOORD1;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct fragOut
{
half4 color : SV_Target;
};
//#include "Include/PlatformSamplers.hlsl"
TEXTURE2D(_BaseMap);
SamplerState sampler_BaseMap;
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
CBUFFER_END
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x);
v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter);
o.wPos_xyz_fog_x.xyz = TransformObjectToWorld(v.vertex.xyz);
o.vertex = TransformWorldToHClip(o.wPos_xyz_fog_x.xyz);
o.uv0 = TRANSFORM_TEX(v.uv0_vertexStream0_xy.xy, _BaseMap);
half clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
o.color = v.color;
return o;
}
fragOut frag(v2f i)
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fragOut f;
f.color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv0);
f.color *= _BaseColor * i.color;
half3 viewDir = normalize(half3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#if defined(SLZ_PARTICLE_ADDITIVE)
f.color.rgb *= 1.0 - ComputeFogIntensity(i.wPos_xyz_fog_x.w);
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
f.color.rgb = lerp(f.color.rgb, half3(1,1,1), ComputeFogIntensity(i.wPos_xyz_fog_x.w));
#elif defined(SLZ_PARTICLE_ALPHABLEND)
f.color.rgb = MixFog(f.color.rgb, viewDir, i.wPos_xyz_fog_x.w);
#endif
#endif
#if defined(SLZ_PARTICLE_ADDITIVE)
#if defined(_VOLUMETRICS_ENABLED)
f.color *= GetVolumetricColor(i.wPos_xyz_fog_x.xyz).a;
#endif
#elif defined(SLZ_PARTICLE_ALPHABLEND)
f.color = Volumetrics(f.color, i.wPos_xyz_fog_x.xyz);
#endif
return f;
}