// Upgrade NOTE: replaced 'defined at' with 'defined (at)' #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #ifndef SHADERPASS #error SHADERPASS must be defined (at) this point #endif // Make VFX only sample probe volumes as SH0 for performance. #define PROBE_VOLUMES_SAMPLING_MODE PROBEVOLUMESENCODINGMODES_SPHERICAL_HARMONICS_L0 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #if (SHADERPASS == SHADERPASS_FORWARD) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" // The light loop (or lighting architecture) is in charge to: // - Define light list // - Define the light loop // - Setup the constant/data // - Do the reflection hierarchy // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) #define HAS_LIGHTLOOP #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #ifdef HDRP_MATERIAL_TYPE_SIMPLE #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl" #define _DISABLE_SSR #else #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" #else // (SHADERPASS == SHADERPASS_FORWARD) #ifdef HDRP_MATERIAL_TYPE_SIMPLE #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl" #else #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #endif #endif // (SHADERPASS == SHADERPASS_FORWARD) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" float3 VFXGetPositionRWS(VFX_VARYING_PS_INPUTS i) { float3 posWS = (float3)0; #ifdef VFX_VARYING_POSWS posWS = i.VFX_VARYING_POSWS; #endif return VFXGetPositionRWS(posWS); } BuiltinData VFXGetBuiltinData(const VFX_VARYING_PS_INPUTS i,const PositionInputs posInputs, const SurfaceData surfaceData, const VFXUVData uvData, float opacity = 1.0f) { BuiltinData builtinData = (BuiltinData)0; InitBuiltinData(posInputs, opacity, surfaceData.normalWS, -surfaceData.normalWS, (float4)0, (float4)0, builtinData); // We dont care about uvs are we dont sample lightmaps #if HDRP_USE_EMISSIVE builtinData.emissiveColor = float3(1,1,1); #if HDRP_USE_EMISSIVE_MAP float emissiveScale = 1.0f; #ifdef VFX_VARYING_EMISSIVESCALE emissiveScale = i.VFX_VARYING_EMISSIVESCALE; #endif builtinData.emissiveColor *= SampleTexture(VFX_SAMPLER(emissiveMap),uvData).rgb * emissiveScale; #endif #if defined(VFX_VARYING_EMISSIVE) && (HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR) builtinData.emissiveColor *= i.VFX_VARYING_EMISSIVE; #endif #ifdef VFX_VARYING_EXPOSUREWEIGHT builtinData.emissiveColor *= lerp(GetInverseCurrentExposureMultiplier(),1.0f,i.VFX_VARYING_EXPOSUREWEIGHT); #endif #endif builtinData.emissiveColor *= opacity; PostInitBuiltinData(GetWorldSpaceNormalizeViewDir(posInputs.positionWS),posInputs,surfaceData, builtinData); return builtinData; } #ifndef VFX_SHADERGRAPH SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS,const VFXUVData uvData, uint diffusionProfileHash, out float opacity) { SurfaceData surfaceData = (SurfaceData)0; float4 color = float4(1,1,1,1); #if HDRP_USE_BASE_COLOR color *= VFXGetParticleColor(i); #elif HDRP_USE_ADDITIONAL_BASE_COLOR #if defined(VFX_VARYING_COLOR) color.xyz *= i.VFX_VARYING_COLOR; #endif #if defined(VFX_VARYING_ALPHA) color.a *= i.VFX_VARYING_ALPHA; #endif #endif #if HDRP_USE_BASE_COLOR_MAP float4 colorMap = SampleTexture(VFX_SAMPLER(baseColorMap),uvData); #if HDRP_USE_BASE_COLOR_MAP_COLOR color.xyz *= colorMap.xyz; #endif #if HDRP_USE_BASE_COLOR_MAP_ALPHA color.a *= colorMap.a; #endif #endif color.a *= VFXGetSoftParticleFade(i); VFXClipFragmentColor(color.a,i); surfaceData.baseColor = saturate(color.rgb); #if IS_OPAQUE_PARTICLE opacity = 1.0f; #else opacity = saturate(color.a); #endif #if HDRP_MATERIAL_TYPE_STANDARD surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef VFX_VARYING_METALLIC surfaceData.metallic = i.VFX_VARYING_METALLIC; #endif #elif HDRP_MATERIAL_TYPE_SPECULAR surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #ifdef VFX_VARYING_SPECULAR surfaceData.specularColor = saturate(i.VFX_VARYING_SPECULAR); #endif #elif HDRP_MATERIAL_TYPE_TRANSLUCENT surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #ifdef VFX_VARYING_THICKNESS surfaceData.thickness = i.VFX_VARYING_THICKNESS * opacity; #endif surfaceData.diffusionProfileHash = diffusionProfileHash; surfaceData.subsurfaceMask = 1.0f; #endif surfaceData.normalWS = normalWS; #ifdef VFX_VARYING_SMOOTHNESS surfaceData.perceptualSmoothness = i.VFX_VARYING_SMOOTHNESS; #endif surfaceData.specularOcclusion = 1.0f; surfaceData.ambientOcclusion = 1.0f; #if HDRP_USE_MASK_MAP float4 mask = SampleTexture(VFX_SAMPLER(maskMap),uvData); surfaceData.metallic *= mask.r; surfaceData.ambientOcclusion *= mask.g; surfaceData.perceptualSmoothness *= mask.a; #endif return surfaceData; } #endif