237 lines
6.2 KiB
Plaintext
237 lines
6.2 KiB
Plaintext
Shader "Obi/URP/Particles" {
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Properties {
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_Color ("Particle color", Color) = (1,1,1,1)
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_RadiusScale("Radius scale",float) = 1
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}
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SubShader {
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Tags{"RenderPipeline" = "UniversalRenderPipeline"}
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Pass {
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Name "ParticleFwdBase"
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Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" "LightMode" = "UniversalForward"}
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _SHADOWS_SOFT
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#include "../ObiUtils.cginc"
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#include "ObiLightingURP.cginc"
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#include "../ObiEllipsoids.cginc"
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float4 _Color;
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float4 _LightColor0;
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struct vin{
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float4 vertex : POSITION;
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float3 corner : NORMAL;
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float4 color : COLOR;
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float4 t0 : TEXCOORD0; // ellipsoid t1 vector
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float4 t1 : TEXCOORD1; // ellipsoid t2 vector
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float4 t2 : TEXCOORD2; // ellipsoid t3 vector
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float4 mapping : TEXCOORD0;
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float3 viewRay : TEXCOORD1;
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float3 lightDir : TEXCOORD2;
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float3 a2 : TEXCOORD3;
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float3 a3 : TEXCOORD4;
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};
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struct fout
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{
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half4 color : SV_Target;
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float depth : SV_Depth;
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};
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v2f vert(vin v)
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{
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float3x3 P, IP;
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BuildParameterSpaceMatrices(v.t0,v.t1,v.t2,P,IP);
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float3 worldPos;
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float3 view;
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float3 eye;
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float radius = BuildEllipsoidBillboard(v.vertex,v.corner,P,IP,worldPos,view,eye);
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v2f o;
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o.pos = mul(UNITY_MATRIX_VP, float4(worldPos,v.vertex.w));
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o.mapping = float4(v.corner.xy,1/length(eye),radius); // A[1]
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o.viewRay = mul((float3x3)UNITY_MATRIX_V,view); // A[0]
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o.color = v.color * _Color;
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BuildAuxiliaryNormalVectors(v.vertex,worldPos,view,P,IP,o.a2,o.a3);
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o.lightDir = mul((float3x3)UNITY_MATRIX_MV, ObjSpaceLightDir(v.vertex));
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return o;
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}
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fout frag(v2f i)
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{
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fout fo;
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fo.color = half4(0,0,0,i.color.a);
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// generate sphere normals:
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float3 p,n;
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IntersectEllipsoid(i.viewRay,i.mapping, i.a2,i.a3, p, n);
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// clip space position:
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float4 pos = mul(UNITY_MATRIX_P,float4(p,1.0));
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// simple lighting: ambient
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half3 amb = SampleSphereAmbient(n);
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// simple lighting: diffuse
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float ndotl = saturate( dot( n, normalize(i.lightDir) ) );
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float atten = Attenuation(p);
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// final lit color:
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fo.color.rgb = i.color * (_LightColor0 * ndotl * atten + amb);
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// normalized device coordinates:
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fo.depth = pos.z/pos.w;
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// in openGL calculated depth range is <-1,1> map it to <0,1>
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#if SHADER_API_OPENGL || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3
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fo.depth = 0.5 * fo.depth + 0.5;
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#endif
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return fo;
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}
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ENDHLSL
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}
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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Offset 1, 1
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Fog {Mode Off}
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ZWrite On ZTest LEqual
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex ellipsoidShadowVS
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#include "../ObiUtils.cginc"
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#include "ObiLightingURP.cginc"
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#include "../ObiEllipsoids.cginc"
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sampler3D _DitherMaskLOD;
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float4 _Color;
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struct vin{
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float4 vertex : POSITION;
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float3 corner : NORMAL;
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float4 color : COLOR;
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float4 t0 : TEXCOORD0; // ellipsoid t1 vector
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float4 t1 : TEXCOORD1; // ellipsoid t2 vector
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float4 t2 : TEXCOORD2; // ellipsoid t3 vector
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};
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struct v2f {
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float4 color : COLOR;
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float4 mapping : TEXCOORD0;
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float3 viewRay : TEXCOORD1;
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float3 lightDir : TEXCOORD2;
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float3 a2 : TEXCOORD3;
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float3 a3 : TEXCOORD4;
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};
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struct fout
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{
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half4 color : SV_Target;
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float depth : SV_Depth;
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};
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v2f ellipsoidShadowVS( vin v , out float4 outpos : SV_POSITION )// clip space position output
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{
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float3x3 P, IP;
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BuildParameterSpaceMatrices(v.t0,v.t1,v.t2,P,IP);
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float3 worldPos;
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float3 view;
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float3 eye;
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float radius = BuildEllipsoidBillboard(v.vertex,v.corner,P,IP,worldPos,view,eye);
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v2f o;
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outpos = mul(UNITY_MATRIX_VP, float4(worldPos,v.vertex.w));
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o.mapping = float4(v.corner.xy,1/length(eye),radius); // A[1]
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o.viewRay = mul((float3x3)UNITY_MATRIX_V,view); // A[0]
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o.color = v.color * _Color;
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BuildAuxiliaryNormalVectors(v.vertex,worldPos,view,P,IP,o.a2,o.a3);
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o.lightDir = WorldSpaceLightDir(v.vertex);
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return o;
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}
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fout frag( v2f i )
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{
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fout fo;
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float3 p,n;
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IntersectEllipsoid(i.viewRay,i.mapping,i.a2,i.a3,p, n);
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// calculate world space position and normal:
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float4 wnormal = mul(UNITY_MATRIX_I_V,float4(n,0));
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float4 wpos = mul(UNITY_MATRIX_I_V,float4(p,1));
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// calculate clip space position.
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float4 clipPos = TransformWorldToHClip(ApplyShadowBias(wpos, wnormal, normalize(i.lightDir)));
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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fo.color = clipPos.z/clipPos.w; //similar to what SHADOW_CASTER_FRAGMENT does in case there's no depth buffer.
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fo.depth = clipPos.z/clipPos.w;
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// in openGL calculated depth range is <-1,1> map it to <0,1>
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#if SHADER_API_OPENGL || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3
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fo.depth = fo.depth*0.5+0.5;
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#endif
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return fo;
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}
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ENDHLSL
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}
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}
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}
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