SLEAPY_SMURF/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.sh...

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2023-04-30 11:23:57 +00:00
//--------------------------------------------------------------------------------------------------------------------------------
// 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
_DissolveTex ("Dissolve Texture", 2D) = "gray" {}
_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
[ToggleNoKeyword] _DoubleDissolve ("Double Dissolve", Float) = 0
[Toggle(_CFXR_DISSOLVE_ALONG_UV_X)] _UseDissolveOffsetUV ("Dissolve offset along X", Float) = 0
//# IF_KEYWORD _CFXR_DISSOLVE_ALONG_UV_X
_DissolveScroll ("UV Scrolling", Vector) = (0,0,0,0)
//# END_IF
//# 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
//====================================================================================================================================
// 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 instancing_options procedural:ParticleInstancingSetup
#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_DISSOLVE_ALONG_UV_X
#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
#define CFXR_URP
#define CFXR_UBERSHADER
#include "CFXR_PASSES.cginc"
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 instancing_options procedural:ParticleInstancingSetup
#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_DISSOLVE_ALONG_UV_X
#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
#define CFXR_UPR
#define DISABLE_SOFT_PARTICLES
#define CFXR_UBERSHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
//--------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#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_DISSOLVE_ALONG_UV_X
#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) && !defined(SHADER_API_GLES)
#pragma target 3.0 //needed for VPOS
#endif
#define CFXR_UPR
#define PASS_SHADOW_CASTER
#define CFXR_UBERSHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
}
//====================================================================================================================================
// Built-in Rendering Pipeline
SubShader
{
Pass
{
Name "BASE"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vertex_program
#pragma fragment fragment_program
//vertInstancingSetup writes to global, not allowed with DXC
// #pragma never_use_dxc
// #pragma target 2.5
// #pragma multi_compile_instancing
// #pragma instancing_options procedural:vertInstancingSetup
#pragma multi_compile_particles
#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_DISSOLVE_ALONG_UV_X
#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
#include "UnityStandardParticleInstancing.cginc"
#define CFXR_UBERSHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
//--------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma vertex vertex_program
#pragma fragment fragment_program
//vertInstancingSetup writes to global, not allowed with DXC
// #pragma never_use_dxc
// #pragma target 2.5
// #pragma multi_compile_instancing
// #pragma instancing_options procedural:vertInstancingSetup
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
#pragma shader_feature_local _ _CFXR_DISSOLVE
#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X
#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) && !defined(SHADER_API_GLES)
#pragma target 3.0 //needed for VPOS
#endif
#include "UnityStandardParticleInstancing.cginc"
#define PASS_SHADOW_CASTER
#define CFXR_UBERSHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
}
}
CustomEditor "CartoonFX.MaterialInspector"
}