Super Knight : Enter the Dungeon
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//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2020 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
Shader "Cartoon FX/Remaster/Particle Ubershader"
{
Properties
{
//# Blending
//#
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
[KeywordEnumNoPrefix(Alpha Blending, _ALPHABLEND_ON, Alpha Blending Premultiplied, _ALPHAPREMULTIPLY_ON, Multiplicative, _ALPHAMODULATE_ON, Additive, _CFXR_ADDITIVE)] _BlendingType ("Blending Type", Float) = 0
//#
[ToggleNoKeyword] _ZWrite ("Depth Write", Float) = 0
[Toggle(_ALPHATEST_ON)] _UseAlphaClip ("Alpha Clipping (Cutout)", Float) = 0
//# IF_KEYWORD _ALPHATEST_ON
_Cutoff ("Cutoff Threshold", Range(0.001,1)) = 0.1
//# END_IF
//# --------------------------------------------------------
[Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0
//# IF_KEYWORD _FADING_ON
_SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0
_SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1
//# END_IF
//#
[Toggle(_CFXR_EDGE_FADING)] _UseEF ("Edge Fade", Float) = 0
//# IF_KEYWORD _CFXR_EDGE_FADING
_EdgeFadePow ("Edge Fade Power", Float) = 1
//# END_IF
//#
//# ========================================================
//# Effects
//#
[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
//# IF_KEYWORD _CFXR_DISSOLVE
[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
//# END_IF
//# --------------------------------------------------------
[Toggle(_CFXR_UV_DISTORTION)] _UseUVDistortion ("Enable UV Distortion", Float) = 0
//# IF_KEYWORD _CFXR_UV_DISTORTION
[NoScaleOffset] _DistortTex ("Distortion Texture", 2D) = "gray" {}
_DistortScrolling ("Scroll (XY) Tile (ZW)", Vector) = (0,0,1,1)
[Toggle(_CFXR_UV2_DISTORTION)] _UseUV2Distortion ("Use UV2", Float) = 0
_Distort ("Distortion Strength", Range(0,2.0)) = 0.1
[ToggleNoKeyword] _FadeAlongU ("Fade along Y", Float) = 0
[Toggle(_CFXR_UV_DISTORTION_ADD)] _UVDistortionAdd ("Add to base UV", Float) = 0
//# END_IF
//# ========================================================
//# Colors
//#
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0
//# --------------------------------------------------------
[KeywordEnum(Off,1x,2x)] _CFXR_OVERLAYTEX ("Enable Overlay Texture", Float) = 0
//# IF_KEYWORD _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X
[KeywordEnum(RGBA,RGB,A)] _CFXR_OVERLAYBLEND ("Overlay Blend Channels", Float) = 0
[NoScaleOffset] _OverlayTex ("Overlay Texture", 2D) = "white" {}
_OverlayTex_Scroll ("Overlay Scrolling / Scale", Vector) = (0.1,0.1,1,1)
//# END_IF
//# --------------------------------------------------------
[Toggle(_FLIPBOOK_BLENDING)] _UseFB ("Flipbook Blending", Float) = 0
//# --------------------------------------------------------
[Toggle(_CFXR_SECONDCOLOR_LERP)] _UseSecondColor ("Secondary Vertex Color (TEXCOORD2)", Float) = 0
//# IF_KEYWORD _CFXR_SECONDCOLOR_LERP
[NoScaleOffset] _SecondColorTex ("Second Color Map", 2D) = "black" {}
_SecondColorSmooth ("Second Color Smoothing", Range(0.0001,0.5)) = 0.2
//# END_IF
//# --------------------------------------------------------
[Toggle(_CFXR_FONT_COLORS)] _UseFontColor ("Use Font Colors", Float) = 0
// //# --------------------------------------------------------
//
// [Toggle(_CFXR_GRADIENTMAP)] _UseGradientMap ("Gradient Map", Float) = 0
// //# IF_KEYWORD _CFXR_GRADIENTMAP
// [NoScaleOffset] _GradientMap ("Gradient Map", 2D) = "black" {}
// //# END_IF
//# --------------------------------------------------------
[Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0
//# IF_KEYWORD _CFXR_HDR_BOOST
_HdrMultiply ("HDR Multiplier", Float) = 2
//# END_IF
//# --------------------------------------------------------
//# Lighting
//#
[KeywordEnumNoPrefix(Off, _, Direct, _CFXR_LIGHTING_DIRECT, Indirect, _CFXR_LIGHTING_INDIRECT, Both, _CFXR_LIGHTING_ALL)] _UseLighting ("Mode", Float) = 0
//# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_ALL
_DirectLightingRamp ("Direct Lighting Ramp", Range(0,1)) = 1.0
//# END_IF
//#
//# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL
[Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Map", Float) = 0
//# IF_KEYWORD _NORMALMAP
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Normal Scale", Range(-1, 1)) = 1.0
//# END_IF
//#
[Toggle(_EMISSION)] _UseEmission ("Enable Emission (TEXCOORD2)", Float) = 0
//#
[Toggle(_CFXR_LIGHTING_WPOS_OFFSET)] _UseLightingWorldPosOffset ("Enable World Pos. Offset", Float) = 0
//# IF_KEYWORD _CFXR_LIGHTING_WPOS_OFFSET
_LightingWorldPosStrength ("Offset Strength", Range(0,1)) = 0.2
//# END_IF
//#
[Toggle(_CFXR_LIGHTING_BACK)] _UseBackLighting ("Enable Backlighting", Float) = 0
//# IF_KEYWORD _CFXR_LIGHTING_BACK
_DirLightScreenAtten ("Dir. Light Screen Attenuation", Range(0, 5)) = 1.0
_BacklightTransmittance ("Backlight Transmittance", Range(0, 2)) = 1.0
//# END_IF
//#
//# IF_KEYWORD _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL
_IndirectLightingMix ("Indirect Lighting Mix", Range(0,1)) = 0.5
//# END_IF
_ShadowColor ("Shadow Color", Color) = (0,0,0,1)
//#
//# END_IF
//# ========================================================
//# Shadows
//#
[KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0
//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
_ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0
//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
_DitherCustom ("Dithering 3D Texture", 3D) = "black" {}
//# END_IF
//# END_IF
// _ReceivedShadowsStrength ("Received Shadows Strength", Range(0,1)) = 0.5
}
Category
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Blend [_SrcBlend] [_DstBlend], One One
ZWrite [_ZWrite]
Cull Off
//================================================================================================================================
// Includes & Code
CGINCLUDE
#if defined(UNITY_SAMPLE_FULL_SH_PER_PIXEL)
#undef UNITY_SAMPLE_FULL_SH_PER_PIXEL
#endif
#define UNITY_SAMPLE_FULL_SH_PER_PIXEL defined(_NORMALMAP)
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
#if CFXR_URP
#include "CFXR_URP.cginc"
#else
#include "UnityLightingCommon.cginc"
#endif
#if defined(_CFXR_LIGHTING_INDIRECT) || defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)
#define LIGHTING
#endif
#if defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)
#define LIGHTING_DIRECT
#endif
#if defined(_CFXR_LIGHTING_INDIRECT) || defined(_CFXR_LIGHTING_ALL)
#define LIGHTING_INDIRECT
#endif
#if (defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)) && defined(_CFXR_LIGHTING_BACK)
#define LIGHTING_BACK
#endif
#include "CFXR_SETTINGS.cginc"
// --------------------------------
CBUFFER_START(UnityPerMaterial)
sampler2D _MainTex;
sampler2D _OverlayTex;
float4 _OverlayTex_Scroll;
sampler2D _BumpMap;
half _BumpScale;
float4 _GameObjectWorldPosition;
half _LightingWorldPosStrength;
half _IndirectLightingMix;
half4 _ShadowColor;
half _DirectLightingRamp;
half _DirLightScreenAtten;
half _BacklightTransmittance;
sampler2D _DissolveTex;
half _InvertDissolveTex;
half _DissolveSmooth;
sampler2D _DistortTex;
half4 _DistortScrolling;
half _Distort;
half _FadeAlongU;
// sampler2D _GradientMap;
sampler2D _SecondColorTex;
half _SecondColorSmooth;
half _HdrMultiply;
half _ReceivedShadowsStrength;
half _Cutoff;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
half _SoftParticlesFadeDistanceNear;
half _SoftParticlesFadeDistanceFar;
half _EdgeFadePow;
float _ShadowStrength;
sampler3D _DitherMaskLOD;
sampler3D _DitherCustom;
float4 _DitherCustom_TexelSize;
CBUFFER_END
// --------------------------------
// Input/output
struct appdata
{
float4 vertex : POSITION;
half4 color : COLOR;
float4 texcoord : TEXCOORD0; //xy = uv, zw = random
float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve, y = animFrame
float4 texcoord2 : TEXCOORD2; //additional particle data: second color
#if PASS_SHADOW_CASTER || _CFXR_EDGE_FADING || defined(LIGHTING)
float3 normal : NORMAL;
#endif
#if defined(LIGHTING) && _NORMALMAP
float4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// vertex to fragment
struct v2f
{
float4 pos : SV_POSITION;
half4 color : COLOR;
float4 uv_random : TEXCOORD0; //uv + particle data
float4 custom1 : TEXCOORD1; //additional particle data
#if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS || (defined(LIGHTING) && _EMISSION)
float4 secondColor : TEXCOORD2;
#endif
#if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
float4 projPos : TEXCOORD3;
#endif
#if defined(LIGHTING_DIRECT) || (defined(LIGHTING_INDIRECT) && _NORMALMAP)
float3 worldPos : TEXCOORD4;
#endif
#if defined(LIGHTING_INDIRECT) && !_NORMALMAP
float3 shColor : TEXCOORD5;
#endif
#if defined(LIGHTING_DIRECT) && defined(LIGHTING_BACK)
float3 viewDirWS : TEXCOORD6;
#endif
#if defined(_CFXR_LIGHTING_WPOS_OFFSET) && (defined(LIGHTING_DIRECT) || defined(LIGHTING_INDIRECT))
float3 worldPosDiff : TEXCOORD7;
#endif
#if !PASS_SHADOW_CASTER
UNITY_FOG_COORDS(8) //note: does nothing if fog is not enabled
// SHADOW_COORDS(8)
#endif
#if defined(LIGHTING)
float3 normalWS : NORMAL;
#if _NORMALMAP
float4 tangentWS : TANGENT;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// vertex to fragment (shadow caster)
struct v2f_shadowCaster
{
V2F_SHADOW_CASTER_NOPOS
half4 color : COLOR;
float4 uv_random : TEXCOORD1; //uv + particle data
float4 custom1 : TEXCOORD2; //additional particle data
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// --------------------------------
#include "CFXR.cginc"
// --------------------------------
// Vertex
#if PASS_SHADOW_CASTER
void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION)
#else
v2f vertex_program (appdata v)
#endif
{
#if !PASS_SHADOW_CASTER
v2f o;
#if CFXR_URP
o = (v2f)0;
#else
UNITY_INITIALIZE_OUTPUT(v2f, o);
#endif
#endif
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if !PASS_SHADOW_CASTER
o.pos = UnityObjectToClipPos(v.vertex);
#if defined(LIGHTING_DIRECT) || (defined(LIGHTING_INDIRECT) && _NORMALMAP)
// Particle Systems already output their vertex position in world space
o.worldPos = v.vertex.xyz;
#if defined(LIGHTING_BACK)
o.viewDirWS = normalize(_WorldSpaceCameraPos.xyz - o.worldPos);
//o.viewDirWS = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
#endif
#endif
#if defined(LIGHTING) && defined(_CFXR_LIGHTING_WPOS_OFFSET)
o.worldPosDiff = _GameObjectWorldPosition.xyz - v.vertex.xyz;
#endif
#endif
o.color = v.color;
o.uv_random = v.texcoord;
o.custom1 = v.texcoord1;
#if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS || (defined(LIGHTING) && _EMISSION)
o.secondColor = v.texcoord2;
#endif
#if defined(LIGHTING)
o.normalWS = v.normal.xyz;
#if _NORMALMAP
o.tangentWS = v.tangent;
#endif
#endif
// Ambient Lighting / Light Probes, per-vertex if no normal map
#if defined(LIGHTING_INDIRECT) && !_NORMALMAP
half3 shColor = ShadeSHPerVertex(v.normal.xyz, half3(0,0,0));
o.shColor = shColor;
#endif
/*
#if !PASS_SHADOW_CASTER
// Shadows Receiving
TRANSFER_SHADOW(o);
#endif
*/
#if PASS_SHADOW_CASTER
vert(v, o, opos);
#else
return vert(v, o);
#endif
}
// --------------------------------
// Shade4PointLights Custom
float3 CFXR_Shade4PointLights (
float4 lightPosX, float4 lightPosY, float4 lightPosZ,
float3 lightColor0, float3 lightColor1, float3 lightColor2, float3 lightColor3,
float4 lightAttenSq,
float3 pos, float3 normal)
{
// to light vectors
float4 toLightX = lightPosX - pos.x;
float4 toLightY = lightPosY - pos.y;
float4 toLightZ = lightPosZ - pos.z;
// squared lengths
float4 lengthSq = 0;
lengthSq += toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
// don't produce NaNs if some vertex position overlaps with the light
lengthSq = max(lengthSq, 0.000001);
// NdotL
float4 ndotl = 0;
ndotl += toLightX * normal.x;
ndotl += toLightY * normal.y;
ndotl += toLightZ * normal.z;
ndotl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndotl * 0.5 + 0.5);
// correct NdotL
float4 corr = rsqrt(lengthSq);
ndotl = max (float4(0,0,0,0), ndotl * corr);
// attenuation
float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
float4 diff = ndotl * atten;
// final color
float3 col = 0;
col += lightColor0 * diff.x;
col += lightColor1 * diff.y;
col += lightColor2 * diff.z;
col += lightColor3 * diff.w;
return col;
}
// --------------------------------
// Fragment
#if PASS_SHADOW_CASTER
float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target
#else
half4 fragment_program (v2f i) : SV_Target
#endif
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// ================================================================
// UV Distortion
#if _CFXR_UV_DISTORTION
#if _CFXR_UV2_DISTORTION
float2 uvDistortion = tex2D(_DistortTex, (i.custom1.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy))).rg * 2.0 - 1.0;
#else
float2 uvDistortion = tex2D(_DistortTex, (i.uv_random.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy))).rg * 2.0 - 1.0;
#endif
#if _CFXR_UV_DISTORTION_ADD
uvDistortion = i.uv_random.xy + uvDistortion * _Distort;
#else
uvDistortion = lerp(i.uv_random.xy, uvDistortion, _Distort);
#endif
if (_FadeAlongU > 0)
{
uvDistortion = lerp(i.uv_random.xy, uvDistortion, i.uv_random.y * 0.5);
}
#define main_uv uvDistortion
#else
#define main_uv i.uv_random
#endif
// ================================================================
// Color & Alpha
#if _CFXR_SINGLE_CHANNEL
half4 mainTex = half4(1, 1, 1, tex2D(_MainTex, main_uv.xy).r);
#else
half4 mainTex = tex2D(_MainTex, main_uv.xy);
#endif
#ifdef _FLIPBOOK_BLENDING
#if _CFXR_SINGLE_CHANNEL
half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw).r;
#else
half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw);
#endif
mainTex = lerp(mainTex, mainTex2, i.custom1.y);
#endif
#if _CFXR_OVERLAYTEX_1X
float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy);
float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset;
half4 overlay = tex2D(_OverlayTex, overlayUv).r;
#elif _CFXR_OVERLAYTEX_2X
float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy);
float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset;
half4 overlay = tex2D(_OverlayTex, overlayUv).r;
overlayUv = ((i.uv_random.xy + i.uv_random.wz) * _OverlayTex_Scroll.ww) + timeOffset;
half4 overlay2 = tex2D(_OverlayTex, overlayUv).r;
mainTex.a *= (overlay.r + overlay2.r) / 2.0;
#endif
#if _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X
#if _CFXR_OVERLAYBLEND_A
mainTex.a *= overlay.r;
#elif _CFXR_OVERLAYBLEND_RGB
mainTex.rgb *= overlay.rgb;
#else
mainTex.rgba *= overlay.rgba;
#endif
#endif
/*
#if _CFXR_GRADIENTMAP
mainTex.rgb = tex2D(_GradientMap, mainTex.a).rgb;
#endif
*/
#if _CFXR_FONT_COLORS
half3 particleColor = mainTex.b * i.color.rgb + mainTex.g * i.custom1.rgb + mainTex.r * i.secondColor.rgb;
half particleAlpha = mainTex.a * i.color.a;
#else
half3 particleColor = mainTex.rgb * i.color.rgb;
half particleAlpha = mainTex.a * i.color.a;
#endif
#if _CFXR_SECONDCOLOR_LERP
half secondColorMap = tex2D(_SecondColorTex, i.uv_random.xy).r;
float time = lerp(-_SecondColorSmooth, 1+_SecondColorSmooth, i.secondColor.a);
secondColorMap = smoothstep(secondColorMap - _SecondColorSmooth, secondColorMap + _SecondColorSmooth, time);
particleColor.rgb += i.secondColor.rgb * secondColorMap;
#endif
#if _CFXR_HDR_BOOST
#ifdef UNITY_COLORSPACE_GAMMA
_HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply);
#endif
particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER;
#endif
/*
#if !PASS_SHADOW_CASTER
// Shadows Receiving
half shadows = SHADOW_ATTENUATION(i);
particleColor.rgb *= saturate(shadows + (1.0 - _ReceivedShadowsStrength));
#endif
*/
// ================================================================
// Lighting
#if !PASS_SHADOW_CASTER
#if defined(LIGHTING)
half3 particleLighting = half3(0, 0, 0);
#if CFXR_URP
#define UNPACK_SCALE_NORMAL UnpackNormalScale
float3 mainLightDir = _MainLightPosition.xyz;
float3 mainLightColor = _MainLightColor.rgb;
#else
#define UNPACK_SCALE_NORMAL UnpackScaleNormal
float3 mainLightDir = _WorldSpaceLightPos0.xyz;
float3 mainLightColor = _LightColor0.rgb;
#endif
#if _NORMALMAP
half3 normalTS = UnpackScaleNormal_CFXR(tex2D(_BumpMap, main_uv.xy), _BumpScale);
// tangent space to world space:
float sgn = i.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(i.normalWS.xyz, i.tangentWS.xyz);
float3 normalWS = mul(normalTS, half3x3(i.tangentWS.xyz, bitangent.xyz, i.normalWS.xyz));
#else
half3 normalWS = i.normalWS;
#endif
#if defined(_CFXR_LIGHTING_WPOS_OFFSET)
normalWS = normalize(normalWS.xyz - i.worldPosDiff.xyz * _LightingWorldPosStrength);
#endif
#endif
// - Direct
#if defined(LIGHTING_DIRECT)
// Main Directional
half ndl = dot(normalWS, mainLightDir);
ndl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndl * 0.5 + 0.5);
half mainDirectLighting = max(0, ndl);
#if defined(LIGHTING_BACK)
half viewAtten = length(mainLightDir + i.viewDirWS);
viewAtten = 1 - smoothstep(0, _DirLightScreenAtten, viewAtten);
mainDirectLighting += (viewAtten * viewAtten) * _BacklightTransmittance;
#endif
// particleColor.rgb = lerp(_ShadowColor.rgb, particleColor.rgb * mainLightColor.rgb, mainDirectLighting);
particleColor.rgb *= lerp(_ShadowColor.rgb, mainLightColor.rgb, mainDirectLighting);
// Point Lights
#if defined(ENABLE_POINT_LIGHTS)
#if CFXR_URP
uint additionalLightsCount = GetAdditionalLightsCount();
for (uint lightIndex = 0u; lightIndex < additionalLightsCount; ++lightIndex)
{
Light light = GetAdditionalLight(lightIndex, i.worldPos);
half ndl = dot(normalWS, light.direction);
ndl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndl * 0.5 + 0.5);
ndl = max(0, ndl);
#if defined(LIGHTING_BACK)
half backNdl = dot(-normalWS, light.direction);
backNdl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, backNdl * 0.5 + 0.5);
ndl += max(0, backNdl) * _BacklightTransmittance;
#endif
particleColor.rgb += ndl * light.color.rgb * light.distanceAttenuation;
}
#else
half3 pointLights = CFXR_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, i.worldPos, normalWS);
#if defined(LIGHTING_BACK)
// TODO Tweak CFXR_Shade4PointLights to handle both front & back lights more efficiently?
pointLights += CFXR_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, i.worldPos, -normalWS) * _BacklightTransmittance;
#endif
particleColor.rgb += pointLights;
#endif
#endif
#endif
// - Indirect
#if defined(LIGHTING_INDIRECT)
#if _NORMALMAP
half3 shColor = ShadeSHPerPixel(normalWS, half3(0,0,0), float3(0,0,0));
particleColor.rgb += shColor.rgb * _IndirectLightingMix;
#else
particleColor.rgb += i.shColor.rgb * _IndirectLightingMix;
#endif
#endif
#if defined(LIGHTING) && _EMISSION
particleColor.rgb += i.secondColor.rgb;
#endif
#endif
// ================================================================
// Dissolve
#if _CFXR_DISSOLVE
half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r;
dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex;
half dissolveTime = i.custom1.x;
#else
half dissolveTex = 0;
half dissolveTime = 0;
#endif
// ================================================================
//
#if PASS_SHADOW_CASTER
return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime);
#else
return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime);
#endif
}
ENDCG
//====================================================================================================================================
// Universal Rendering Pipeline
Subshader
{
Pass
{
Name "BASE_URP"
Tags { "LightMode"="UniversalForward" }
CGPROGRAM
#pragma vertex vertex_program
#pragma fragment fragment_program
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
//#pragma multi_compile_fwdbase
//#pragma multi_compile SHADOWS_SCREEN
#pragma multi_compile CFXR_URP
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature_local _ _CFXR_DISSOLVE
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature_local _ _CFXR_HDR_BOOST
#pragma shader_feature_local _ _CFXR_EDGE_FADING
#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _EMISSION
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
#pragma shader_feature_local _ _FADING_ON
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
ENDCG
}
// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
Pass
{
Name "BASE_URP"
Tags { "LightMode"="Universal2D" }
CGPROGRAM
#pragma vertex vertex_program
#pragma fragment fragment_program
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
//#pragma multi_compile_fwdbase
//#pragma multi_compile SHADOWS_SCREEN
#pragma multi_compile CFXR_URP
#pragma multi_compile DISABLE_SOFT_PARTICLES
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature_local _ _CFXR_DISSOLVE
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature_local _ _CFXR_HDR_BOOST
#pragma shader_feature_local _ _CFXR_EDGE_FADING
#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _EMISSION
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
#pragma shader_feature_local _ _FADING_ON
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
ENDCG
}
//--------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma multi_compile PASS_SHADOW_CASTER
#pragma vertex vertex_program
#pragma fragment fragment_program
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature_local _ _CFXR_DISSOLVE
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
#pragma multi_compile_shadowcaster
#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
#if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
#pragma target 3.0 //needed for VPOS
#endif
ENDCG
}
}
//====================================================================================================================================
// Built-in Rendering Pipeline
SubShader
{
Pass
{
Name "BASE"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vertex_program
#pragma fragment fragment_program
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_instancing
#pragma multi_compile_fog
//#pragma multi_compile_fwdbase
//#pragma multi_compile SHADOWS_SCREEN
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature_local _ _CFXR_DISSOLVE
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature_local _ _CFXR_HDR_BOOST
#pragma shader_feature_local _ _CFXR_EDGE_FADING
#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _EMISSION
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
#pragma shader_feature_local _ _FADING_ON
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
ENDCG
}
//--------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma multi_compile PASS_SHADOW_CASTER
#pragma vertex vertex_program
#pragma fragment fragment_program
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature_local _ _CFXR_DISSOLVE
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
#pragma multi_compile_shadowcaster
#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
#if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
#pragma target 3.0 //needed for VPOS
#endif
ENDCG
}
}
}
CustomEditor "CartoonFX.MaterialInspector"
}