// Curved World // Copyright (c) Amazing Assets 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" }