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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(0,1.0)) = 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", 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
// //# --------------------------------------------------------
// [Toggle(_CFXR_AMBIENT_LIGHTING)] _AmbientLighting ("Enable SH (Ambient, Light Probes)", Float) = 0
// //# IF_KEYWORD _CFXR_AMBIENT_LIGHTING
// _AmbientColor ("Color Contribution", Range(0,1)) = 0.5
// _AmbientIntensity ("Intensity", Range(0,1)) = 1.0
// //# 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
#define CFXR_URP
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
CBUFFER_START(UnityPerMaterial)
sampler2D _MainTex;
sampler2D _OverlayTex;
float4 _OverlayTex_Scroll;
half _AmbientColor;
half _AmbientIntensity;
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 || _CFXR_AMBIENT_LIGHTING
float3 normal : NORMAL;
#endif
};
// 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
float4 secondColor : TEXCOORD2;
#endif
#if (defined(SOFTPARTICLES_ON) && defined(_FADING_ON))
float4 projPos : TEXCOORD3;
#endif
#if !PASS_SHADOW_CASTER
UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled
// SHADOW_COORDS(4)
#endif
};
// 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
};
// --------------------------------
#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;
o.pos = UnityObjectToClipPos(v.vertex);
#endif
o.color = v.color;
o.uv_random = v.texcoord;
o.custom1 = v.texcoord1;
#if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS
o.secondColor = v.texcoord2;
#endif
/*
#if _CFXR_AMBIENT_LIGHTING
#ifdef UNITY_SAMPLE_FULL_SH_PER_PIXEL
#undef UNITY_SAMPLE_FULL_SH_PER_PIXEL
#endif
half3 shColor = ShadeSHPerVertex(v.normal.xyz, half3(0,0,0));
#ifdef UNITY_COLORSPACE_GAMMA
shColor = LinearToGammaSpace(shColor);
#endif
shColor = lerp(Luminance(shColor), shColor, _AmbientColor);
o.color.rgb = lerp(half3(1,1,1), shColor.rgb, _AmbientIntensity);
#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
}
// --------------------------------
// 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
{
// ================================================================
// 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)));
#else
float2 uvDistortion = tex2D(_DistortTex, (i.uv_random.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy)));
#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
*/
// ================================================================
// 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_particles
#pragma multi_compile_fog
//#pragma multi_compile_fwdbase
//#pragma multi_compile SHADOWS_SCREEN
#pragma shader_feature _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature _ _CFXR_DISSOLVE
#pragma shader_feature _ _CFXR_UV_DISTORTION
#pragma shader_feature _ _CFXR_UV2_DISTORTION
#pragma shader_feature _ _CFXR_UV_DISTORTION_ADD
// #pragma shader_feature _ _CFXR_GRADIENTMAP
#pragma shader_feature _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
#pragma shader_feature _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature _ _CFXR_HDR_BOOST
#pragma shader_feature _ _CFXR_EDGE_FADING
// #pragma shader_feature _ _CFXR_AMBIENT_LIGHTING
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
#pragma shader_feature _ _FLIPBOOK_BLENDING
#pragma shader_feature _ _FADING_ON
#pragma shader_feature _ _ALPHATEST_ON
#pragma shader_feature _ _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 _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature _ _CFXR_DISSOLVE
#pragma shader_feature _ _CFXR_UV_DISTORTION
#pragma shader_feature _ _CFXR_UV2_DISTORTION
#pragma shader_feature _ _CFXR_UV_DISTORTION_ADD
#pragma shader_feature _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature _ _FLIPBOOK_BLENDING
#pragma shader_feature _ _ALPHATEST_ON
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
#pragma multi_compile_shadowcaster
#pragma shader_feature _ _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_fog
//#pragma multi_compile_fwdbase
//#pragma multi_compile SHADOWS_SCREEN
#pragma shader_feature _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature _ _CFXR_DISSOLVE
#pragma shader_feature _ _CFXR_UV_DISTORTION
#pragma shader_feature _ _CFXR_UV2_DISTORTION
#pragma shader_feature _ _CFXR_UV_DISTORTION_ADD
// #pragma shader_feature _ _CFXR_GRADIENTMAP
#pragma shader_feature _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
#pragma shader_feature _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature _ _CFXR_HDR_BOOST
#pragma shader_feature _ _CFXR_EDGE_FADING
// #pragma shader_feature _ _CFXR_AMBIENT_LIGHTING
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
#pragma shader_feature _ _FLIPBOOK_BLENDING
#pragma shader_feature _ _FADING_ON
#pragma shader_feature _ _ALPHATEST_ON
#pragma shader_feature _ _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 _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature _ _CFXR_DISSOLVE
#pragma shader_feature _ _CFXR_UV_DISTORTION
#pragma shader_feature _ _CFXR_UV2_DISTORTION
#pragma shader_feature _ _CFXR_UV_DISTORTION_ADD
#pragma shader_feature _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
#pragma shader_feature _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
#pragma shader_feature _ _FLIPBOOK_BLENDING
#pragma shader_feature _ _ALPHATEST_ON
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
#pragma multi_compile_shadowcaster
#pragma shader_feature _ _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"
}