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

200 lines
No EOL
8.8 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"
// Begin Injection INCLUDES from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZSoftBlend.hlsl"
// End Injection INCLUDES from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
struct appdata
{
float4 vertex : POSITION;
float4 uv0_vertexStream0_xy : TEXCOORD0;
half4 color : COLOR;
float vertexStream1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
// Begin Injection VERTEX_CENTROID from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
#if defined(SHADER_API_MOBILE)
centroid float4 vertex : SV_POSITION;
#else
float4 vertex : SV_POSITION;
#endif
// End Injection VERTEX_CENTROID from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
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;
// Begin Injection OUTPUT_SEMANTICS from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
#if defined(SHADER_API_MOBILE)
float depth : SV_DepthLessEqual;
#endif
// End Injection OUTPUT_SEMANTICS from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
};
//#include "Include/PlatformSamplers.hlsl"
TEXTURE2D(_BaseMap);
SamplerState sampler_BaseMap;
// Begin Injection UNIFORMS from Injection_Torch.hlsl ----------------------------------------------------------
TEXTURE2D(_ScreenSpacePattern);
SAMPLER(sampler_ScreenSpacePattern);
// End Injection UNIFORMS from Injection_Torch.hlsl ----------------------------------------------------------
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
// Begin Injection MATERIAL_CBUFFER from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
float _SoftFactor;
// End Injection MATERIAL_CBUFFER from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
// Begin Injection MATERIAL_CBUFFER from Injection_Torch.hlsl ----------------------------------------------------------
half _Speed;
half _SecondarySpeed;
float _ScreenSpaceSize;
float _ParticleOffset;
// End Injection MATERIAL_CBUFFER from Injection_Torch.hlsl ----------------------------------------------------------
CBUFFER_END
// Begin Injection FUNCTIONS from Injection_Torch.hlsl ----------------------------------------------------------
float2 RotateTorchUVs(float2 uv, float2 center, float angle)
{
uv = uv - center;
float sin1, cos1;
sincos(angle, sin1, cos1);
float2x2 rotMat = float2x2(cos1, -sin1, sin1, cos1);
uv = mul(rotMat, uv);
return uv + center;
}
// End Injection FUNCTIONS from Injection_Torch.hlsl ----------------------------------------------------------
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Begin Injection VERT_BEGIN from Injection_Torch.hlsl ----------------------------------------------------------
v.vertex.z += _ParticleOffset;
// End Injection VERT_BEGIN from Injection_Torch.hlsl ----------------------------------------------------------
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;
// Begin Injection FRAG_BEGIN from Injection_Particle_screenspaceUVs.hlsl ----------------------------------------------------------
float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex);
// End Injection FRAG_BEGIN from Injection_Particle_screenspaceUVs.hlsl ----------------------------------------------------------
// Begin Injection FRAG_COLOR from Injection_Torch.hlsl ----------------------------------------------------------
float angle1 = frac(_Time[0] * 3.1830988618 * _Speed) * TWO_PI;
float angle2 = frac(_Time[0] * 3.1830988618 * _Speed * _SecondarySpeed) * TWO_PI;
angle1 = -angle1;
float2 uv1 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle1);
half layer1 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv1).r;
float2 uv2 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle2);
half layer2 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv2).r;
half4 SSPattern = SAMPLE_TEXTURE2D(_ScreenSpacePattern, sampler_ScreenSpacePattern, _ScreenParams.xy * screenUVs / _ScreenSpaceSize);
f.color = (layer1 * layer2 * i.color.a) * SSPattern * _BaseColor * i.color;
// End Injection FRAG_COLOR from Injection_Torch.hlsl ----------------------------------------------------------
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
// Begin Injection FRAG_END from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
#if defined(SHADER_API_MOBILE)
half noise = GetScreenNoiseR(screenUVs);
f.depth = SLZSoftBlendZTest(i.vertex.z, noise, _SoftFactor);
#else
float rawDepth = SampleSceneDepth(screenUVs);
float viewZ = dot(GetWorldToViewMatrix()._m20_m21_m22_m23, float4(i.wPos_xyz_fog_x.xyz, 1));
float fade = SLZSoftBlendDepth(rawDepth, viewZ, _SoftFactor);
#if defined(SLZ_PARTICLE_ADDITIVE)
f.color *= fade;
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
f.color = lerp(fade, float4(1,1,1,1), f.color));
#else
f.color.a *= fade;
#endif
#endif
// End Injection FRAG_END from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
return f;
}