SLEAPY_SMURF/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc

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2023-04-30 11:23:57 +00:00
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2020 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------------------------
// UBERSHADER
//--------------------------------------------------------------------------------------------------------------------------------
#if defined(CFXR_UBERSHADER)
#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 defined(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)
float4 _OverlayTex_Scroll;
half _BumpScale;
float4 _GameObjectWorldPosition;
half _LightingWorldPosStrength;
half _IndirectLightingMix;
half4 _ShadowColor;
half _DirectLightingRamp;
half _DirLightScreenAtten;
half _BacklightTransmittance;
half _InvertDissolveTex;
half _DoubleDissolve;
half2 _DissolveScroll;
half _DissolveSmooth;
half4 _DistortScrolling;
half _Distort;
half _FadeAlongU;
half _SecondColorSmooth;
half _HdrMultiply;
half _ReceivedShadowsStrength;
half _Cutoff;
half _SoftParticlesFadeDistanceNear;
half _SoftParticlesFadeDistanceFar;
half _EdgeFadePow;
half4 _DissolveTex_ST;
#if !defined(SHADER_API_GLES)
float _ShadowStrength;
float4 _DitherCustom_TexelSize;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _OverlayTex;
sampler2D _BumpMap;
sampler2D _DissolveTex;
sampler2D _DistortTex;
sampler2D _SecondColorTex;
// sampler2D _GradientMap;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
#if !defined(SHADER_API_GLES)
sampler3D _DitherMaskLOD;
sampler3D _DitherCustom;
#endif
// --------------------------------
// 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 defined(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 !defined(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 defined(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 !defined(PASS_SHADOW_CASTER)
v2f o = (v2f)0;
#if defined(CFXR_URP)
o = (v2f)0;
#else
UNITY_INITIALIZE_OUTPUT(v2f, o);
#endif
#else
o = (v2f_shadowCaster)0;
#endif
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if !defined(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 = GetParticleColor(v.color);
o.custom1 = v.texcoord1;
GetParticleTexcoords(o.uv_random.xy, o.uv_random.zw, o.custom1.y, v.texcoord, v.texcoord1.y);
//o.uv_random = v.texcoord;
#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 !defined(PASS_SHADOW_CASTER)
// Shadows Receiving
TRANSFER_SHADOW(o);
#endif
*/
#if defined(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 defined(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;
#else
float2 uvDistortion = tex2D(_DistortTex, i.uv_random.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy)).rg;
#endif
#if _CFXR_UV_DISTORTION_ADD
uvDistortion = i.uv_random.xy + (uvDistortion * 2.0 - 1.0) * _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 !defined(PASS_SHADOW_CASTER)
// Shadows Receiving
half shadows = SHADOW_ATTENUATION(i);
particleColor.rgb *= saturate(shadows + (1.0 - _ReceivedShadowsStrength));
#endif
*/
// ================================================================
// Lighting
#if !defined(PASS_SHADOW_CASTER)
#if defined(LIGHTING)
half3 particleLighting = half3(0, 0, 0);
#if defined(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 defined(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
#if _CFXR_DISSOLVE_ALONG_UV_X
half dissolveOffset = tex2D(_DissolveTex, i.uv_random.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw + frac(_Time.yy * _DissolveScroll.xy)).r * 2.0 - 1.0;
half dissolveTex = i.uv_random.x + dissolveOffset * i.custom1.z;
#else
half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r;
#endif
dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex;
half dissolveTime = i.custom1.x;
half doubleDissolveWidth = 0;
if (_DoubleDissolve > 0) doubleDissolveWidth = i.custom1.y;
#else
half dissolveTex = 0;
half dissolveTime = 0;
half doubleDissolveWidth = 0;
#endif
// ================================================================
//
#if defined(PASS_SHADOW_CASTER)
return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, doubleDissolveWidth);
#else
return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime, doubleDissolveWidth);
#endif
}
#endif
//--------------------------------------------------------------------------------------------------------------------------------
// PROCEDURAL GLOW
//--------------------------------------------------------------------------------------------------------------------------------
#if defined(CFXR_GLOW_SHADER)
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
// --------------------------------
#include "CFXR_SETTINGS.cginc"
// --------------------------------
CBUFFER_START(UnityPerMaterial)
half _GlowMin;
half _GlowMax;
half _MaxValue;
half _InvertDissolveTex;
half _DissolveSmooth;
half _HdrMultiply;
half _Cutoff;
half _SoftParticlesFadeDistanceNear;
half _SoftParticlesFadeDistanceFar;
half _EdgeFadePow;
#if !defined(SHADER_API_GLES)
float _ShadowStrength;
float4 _DitherCustom_TexelSize;
#endif
CBUFFER_END
sampler2D _DissolveTex;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
#if !defined(SHADER_API_GLES)
sampler3D _DitherMaskLOD;
sampler3D _DitherCustom;
#endif
// --------------------------------
// 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
#if defined(PASS_SHADOW_CASTER)
float3 normal : NORMAL;
#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 !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
float4 projPos : TEXCOORD2;
#endif
UNITY_FOG_COORDS(3) //note: does nothing if fog is not enabled
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 defined(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 !defined(PASS_SHADOW_CASTER)
v2f o = (v2f)0;
#if defined(CFXR_URP)
o = (v2f)0;
#else
UNITY_INITIALIZE_OUTPUT(v2f, o);
#endif
#else
o = (v2f_shadowCaster)0;
#endif
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if !defined(PASS_SHADOW_CASTER)
o.pos = UnityObjectToClipPos(v.vertex);
#endif
o.color = GetParticleColor(v.color);
o.custom1 = v.texcoord1;
GetParticleTexcoords(o.uv_random.xy, o.uv_random.zw, o.custom1.y, v.texcoord, v.texcoord1.y);
//o.uv_random = v.texcoord;
#if defined(PASS_SHADOW_CASTER)
vert(v, o, opos);
#else
return vert(v, o);
#endif
}
// --------------------------------
// Fragment
#if defined(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);
// ================================================================
// Color & Alpha
//--------------------------------
// procedural glow
float2 uvm = i.uv_random.xy - 0.5;
half glow = saturate(1 - ((dot(uvm, uvm) * 4)));
#if _CFXR_GLOW_POW_P2
glow = pow(glow, 2);
#elif _CFXR_GLOW_POW_P4
glow = pow(glow, 4);
#elif _CFXR_GLOW_POW_P8
glow = pow(glow, 8);
#endif
glow = clamp(lerp(_GlowMin, _GlowMax, glow), 0, _MaxValue) * saturate(glow * 30);
half4 mainTex = half4(1, 1, 1, glow);
//--------------------------------
#if _CFXR_HDR_BOOST
#ifdef UNITY_COLORSPACE_GAMMA
_HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply);
#endif
mainTex.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER;
#endif
half3 particleColor = mainTex.rgb * i.color.rgb;
half particleAlpha = mainTex.a * i.color.a;
// ================================================================
// 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 defined(PASS_SHADOW_CASTER)
return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0);
#else
return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0);
#endif
}
#endif
//--------------------------------------------------------------------------------------------------------------------------------
// SCREEN DISTORTION SHADER
//--------------------------------------------------------------------------------------------------------------------------------
#if defined(CFXR_SCREEN_DISTORTION_SHADER)
#include "UnityCG.cginc"
#if defined(CFXR_URP)
#include "CFXR_URP.cginc"
#endif
#include "CFXR_SETTINGS.cginc"
// --------------------------------
CBUFFER_START(UnityPerMaterial)
half _ScreenDistortionScale;
half _Cutoff;
half _SoftParticlesFadeDistanceNear;
half _SoftParticlesFadeDistanceFar;
half _EdgeFadePow;
CBUFFER_END
sampler2D _ScreenDistortionTex;
#if defined(CFXR_URP)
sampler2D _CameraOpaqueTexture;
#define SampleScreenTexture(uv) tex2Dproj(_CameraOpaqueTexture, uv)
#else
sampler2D _GrabTexture;
#define SampleScreenTexture(uv) tex2Dproj(_GrabTexture, uv)
#endif
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
// --------------------------------
// 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 _CFXR_EDGE_FADING
float3 normal : NORMAL;
#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
float4 grabPassPosition : TEXCOORD2;
#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(PASS_SHADOW_CASTER)
UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// --------------------------------
#include "CFXR.cginc"
// --------------------------------
// Vertex
v2f vertex_program (appdata v)
{
#if !defined(PASS_SHADOW_CASTER)
v2f o = (v2f)0;
#if defined(CFXR_URP)
o = (v2f)0;
#else
UNITY_INITIALIZE_OUTPUT(v2f, o);
#endif
#else
o = (v2f_shadowCaster)0;
#endif
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if !defined(PASS_SHADOW_CASTER)
o.pos = UnityObjectToClipPos(v.vertex);
o.grabPassPosition = ComputeGrabScreenPos(o.pos);
#endif
o.color = GetParticleColor(v.color);
o.custom1 = v.texcoord1;
GetParticleTexcoords(o.uv_random.xy, o.uv_random.zw, o.custom1.y, v.texcoord, v.texcoord1.y);
//o.uv_random = v.texcoord;
return vert(v, o);
}
// --------------------------------
// Fragment
half4 fragment_program (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// ================================================================
// Screen Distortion
half4 distortionTex = tex2D(_ScreenDistortionTex, i.uv_random.xy);
half particleAlpha = i.color.a * distortionTex.b;
half2 screenDistortion = (distortionTex.rg * 2.0 - 1.0) * _ScreenDistortionScale * particleAlpha;
float4 grabPosUV = i.grabPassPosition;
grabPosUV.xy += screenDistortion;
half3 particleColor = SampleScreenTexture(grabPosUV).rgb;
#if defined(_DEBUG_VISUALIZE_DISTORTION)
return half4(distortionTex.rg, 0, particleAlpha);
#endif
#if defined(PASS_SHADOW_CASTER)
return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0);
#else
return frag(i, particleColor, particleAlpha, 0, 0, 0.0);
#endif
}
#endif
//--------------------------------------------------------------------------------------------------------------------------------
// PROCEDURAL RING SHADER
//--------------------------------------------------------------------------------------------------------------------------------
#if defined(CFXR_PROCEDURAL_RING_SHADER)
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
// --------------------------------
#include "CFXR_SETTINGS.cginc"
// --------------------------------
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half _InvertDissolveTex;
half _DissolveSmooth;
half _HdrMultiply;
float _RingTopOffset;
half _Cutoff;
half _SoftParticlesFadeDistanceNear;
half _SoftParticlesFadeDistanceFar;
half _EdgeFadePow;
#if !defined(SHADER_API_GLES)
float _ShadowStrength;
float4 _DitherCustom_TexelSize;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _DissolveTex;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
#if !defined(SHADER_API_GLES)
sampler3D _DitherMaskLOD;
sampler3D _DitherCustom;
#endif
// --------------------------------
// Input/Output
struct appdata
{
float4 vertex : POSITION;
half4 color : COLOR;
float4 texcoord : TEXCOORD0; //uv + particle data
float4 texcoord1 : TEXCOORD1; //additional particle data
float4 texcoord2 : TEXCOORD2; //procedural ring data: x = width, y = smooth, z = rotation, w = particle size
#if defined(PASS_SHADOW_CASTER) || _CFXR_WORLD_SPACE_RING
float3 normal : NORMAL;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// vertex to fragment
struct v2f
{
float4 pos : SV_POSITION;
half4 color : COLOR;
float4 uv_uv2 : TEXCOORD0; //uv + particle data
float4 ringData : TEXCOORD1; //procedural ring data
float4 uvRing_uvCartesian : TEXCOORD2;
#if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
float4 projPos : TEXCOORD3;
#endif
UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled
#if _CFXR_DISSOLVE
float4 custom1 : TEXCOORD5;
#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_uv2 : TEXCOORD1; //uv + particle data
float4 ringData : TEXCOORD2; //procedural ring data
float4 uvRing_uvCartesian : TEXCOORD3;
#if _CFXR_DISSOLVE
float4 custom1 : TEXCOORD4;
#endif
};
// --------------------------------
#include "CFXR.cginc"
// --------------------------------
// Vertex
#if defined(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 !defined(PASS_SHADOW_CASTER)
v2f o = (v2f)0;
#if defined(CFXR_URP)
o = (v2f)0;
#else
UNITY_INITIALIZE_OUTPUT(v2f, o);
#endif
#else
o = (v2f_shadowCaster)0;
#endif
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//--------------------------------
// procedural ring
float ringWidth = v.texcoord2.x;
float ringSmooth = v.texcoord2.y;
float ringRotation = v.texcoord2.z;
float particleSize = v.texcoord2.w;
// avoid artifacts when vertex are pushed too much
ringWidth = min(particleSize, ringWidth);
// constants calculated per vertex
o.ringData.x = pow(1 - ringWidth / particleSize, 2);
o.ringData.y = 1 - _RingTopOffset;
o.ringData.z = ringSmooth / particleSize; // smoothing depends on particle size
o.ringData.w = ringRotation;
// regular ring UVs
float2 uv = v.texcoord.xy + float2(ringRotation, 0);
o.uvRing_uvCartesian.xy = 1 - TRANSFORM_TEX(uv, _MainTex);
#if _CFXR_WORLD_SPACE_RING
// to clip space with width offset
v.vertex.xyz = v.vertex.xyz - v.normal.xyz * v.texcoord.y * ringWidth;
#if !defined(PASS_SHADOW_CASTER)
o.pos = UnityObjectToClipPos(v.vertex);
#endif
#else
// to clip space with width offset
float4 m = mul(UNITY_MATRIX_V, v.vertex);
m.xy += -v.texcoord.zw * v.texcoord.y * ringWidth;
#if !defined(PASS_SHADOW_CASTER)
o.pos = mul(UNITY_MATRIX_P, m);
#endif
#endif
//------------------------------------------
/*
//v.vertex.xy += -v.texcoord.zw * v.texcoord.y * ringWidth;
v.vertex.xy += v.texcoord.zw * v.texcoord.y * 0.5;
#if !defined(PASS_SHADOW_CASTER)
o.pos = UnityObjectToClipPos(v.vertex);
#endif
*/
//------------------------------------------
// calculate cartesian UVs to accurately calculate ring in fragment shader
o.uvRing_uvCartesian.zw = v.texcoord.zw - v.texcoord.zw * v.texcoord.y * ringWidth / particleSize;
//--------------------------------
o.color = v.color;
o.uv_uv2 = v.texcoord;
//--------------------------------
#if _CFXR_DISSOLVE
o.custom1 = v.texcoord1;
#endif
#if defined(PASS_SHADOW_CASTER)
vert(v, o, opos);
#else
return vert(v, o);
#endif
}
// --------------------------------
// Fragment
#if defined(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);
// ================================================================
// Color & Alpha
//--------------------------------
// procedural ring
float b = i.ringData.x; // bottom
float t = i.ringData.y; // top
float smooth = i.ringData.z; // smoothing
float gradient = dot(i.uvRing_uvCartesian.zw, i.uvRing_uvCartesian.zw);
float ring = saturate( smoothstep(b, b + smooth, gradient) - smoothstep(t - smooth, t, gradient) );
#if _CFXR_RADIAL_UV
// approximate polar coordinates
float2 radialUv = float2
(
(atan2(i.uvRing_uvCartesian.z, i.uvRing_uvCartesian.w) / UNITY_PI) * 0.5 + 0.5 + 0.23 - i.ringData.w,
(gradient * (1.0 / (t - b)) - (b / (t - b))) * 0.9 - 0.92 + 1
);
radialUv.xy = radialUv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float dx = ddx(i.uvRing_uvCartesian.x);
//float dy = ddx(i.uvRing_uvCartesian.x);
#define TEX2D_MAIN_TEXCOORD(sampler) tex2Dgrad(sampler, radialUv, dx, dx)
#else
#define TEX2D_MAIN_TEXCOORD(sampler) tex2D(sampler, i.uvRing_uvCartesian.xy)
#endif
#if _CFXR_SINGLE_CHANNEL
half4 mainTex = half4(1, 1, 1, TEX2D_MAIN_TEXCOORD(_MainTex).r);
#else
half4 mainTex = TEX2D_MAIN_TEXCOORD(_MainTex);
#endif
mainTex *= ring;
//--------------------------------
half3 particleColor = mainTex.rgb * i.color.rgb;
half particleAlpha = mainTex.a * i.color.a;
#if _CFXR_HDR_BOOST
#ifdef UNITY_COLORSPACE_GAMMA
_HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply);
#endif
particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER;
#endif
// ================================================================
// Dissolve
#if _CFXR_DISSOLVE
half dissolveTex = TEX2D_MAIN_TEXCOORD(_DissolveTex).r;
dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex;
half dissolveTime = i.custom1.x;
#else
half dissolveTex = 0;
half dissolveTime = 0;
#endif
// ================================================================
//
#if defined(PASS_SHADOW_CASTER)
return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0);
#else
return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0);
#endif
}
#endif