146 lines
3.5 KiB
Plaintext
146 lines
3.5 KiB
Plaintext
Shader "Obi/URP/Simple Particles" {
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Properties {
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_Color ("Particle color", Color) = (1,1,1,1)
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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 "../ObiParticles.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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};
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struct v2f
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{
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float4 pos : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float3 lightDir : TEXCOORD1;
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};
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v2f vert(vin v)
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{
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v2f o;
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// particle positions are passed in world space, no need to use modelview matrix, just view.
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float radius = v.t0.w * _RadiusScale;
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float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius; // multiply by size.
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o.pos = mul(UNITY_MATRIX_P, viewpos);
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o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius);
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o.color = v.color * _Color;
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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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float4 frag(v2f i) : SV_Target
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{
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// generate sphere normals:
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float3 n = BillboardSphereNormals(i.texcoord);
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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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// final lit color:
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return float4(i.color.rgb * (_LightColor0 * ndotl + amb),i.color.a);
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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 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_shadowcaster
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#include "../ObiUtils.cginc"
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#include "ObiLightingURP.cginc"
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#include "../ObiParticles.cginc"
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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 t0 : TEXCOORD0; // ellipsoid t1 vector
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};
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struct v2f {
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float4 pos : POSITION;
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float3 texcoord : TEXCOORD0;
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};
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v2f vert( vin v )
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{
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v2f o;
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float radius = v.t0.w * _RadiusScale;
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float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius;
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o.pos = mul(UNITY_MATRIX_P, viewpos);
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o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius);
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return o;
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}
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float4 frag( v2f i ) : SV_Target
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{
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float3 n = BillboardSphereNormals(i.texcoord);
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return float4(0,0,0,0);
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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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