////////////////////////////////////////////////////// // MK Toon URP Particles Unlit // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2020 All rights reserved. // ////////////////////////////////////////////////////// Shader "MK/Toon/URP/Particles/Unlit" { Properties { ///////////////// // Options // ///////////////// [Enum(MK.Toon.Surface)] _Surface ("", int) = 1 _Blend ("", int) = 0 [Toggle] _AlphaClipping ("", int) = 0 [HideInInspector] [Enum(MK.Toon.RenderFace)] _RenderFace ("", int) = 2 ///////////////// // Input // ///////////////// [MainColor] _AlbedoColor ("", Color) = (1,1,1,1) [Enum(UV0,0,UV7,7)] _DetailUVSet ("", int) = 0 _AlphaCutoff ("", Range(0, 1)) = 0.5 [MainTexture] _AlbedoMap ("", 2D) = "white" {} _AlbedoMapIntensity ("", Range(0, 1)) = 1.0 ///////////////// // Stylize // ///////////////// _Contrast ("", Float) = 1.0 _Hue ("", Range(0.0, 1.0)) = 0.0 [MKToonSaturation] _Saturation ("", Float) = 1.0 [MKToonBrightness] _Brightness ("", Float) = 1 [Enum(MK.Toon.ColorGrading)] _ColorGrading ("", int) = 0 [Toggle] _VertexAnimationStutter ("", int) = 0 [Enum(MK.Toon.VertexAnimation)] _VertexAnimation ("", int) = 0 _VertexAnimationIntensity ("", Range(0, 1)) = 0.05 _VertexAnimationMap ("", 2D) = "white" {} _NoiseMap ("", 2D) = "white" {} [MKToonVector3Drawer] _VertexAnimationFrequency ("", Vector) = (2.5, 2.5, 2.5, 1) [Enum(MK.Toon.Dissolve)] _Dissolve ("", int) = 0 _DissolveMapScale ("", Float) = 1 _DissolveMap ("", 2D) = "white" {} _DissolveAmount ("", Range(0.0, 1.0)) = 0.5 _DissolveBorderSize ("", Range(0.0, 1.0)) = 0.25 _DissolveBorderRamp ("", 2D) = "white" {} [HDR] _DissolveBorderColor ("", Color) = (1, 1, 1, 1) ///////////////// // Advanced // ///////////////// [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendSrc ("", int) = 1 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendDst ("", int) = 0 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendSrcAlpha ("", int) = 1 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendDstAlpha ("", int) = 0 [Enum(MK.Toon.ZWrite)] _ZWrite ("", int) = 1.0 [Enum(MK.Toon.ZTest)] _ZTest ("", int) = 4.0 [MKToonRenderPriority] _RenderPriority ("", Range(-50, 50)) = 0.0 [Enum(MK.Toon.Stencil)] _Stencil ("", Int) = 1 [MKToonStencilRef] _StencilRef ("", Range(0, 255)) = 0 [MKToonStencilReadMask] _StencilReadMask ("", Range(0, 255)) = 255 [MKToonStencilWriteMask] _StencilWriteMask ("", Range(0, 255)) = 255 [Enum(MK.Toon.StencilComparison)] _StencilComp ("", Int) = 8 [Enum(MK.Toon.StencilOperation)] _StencilPass ("", Int) = 0 [Enum(MK.Toon.StencilOperation)] _StencilFail ("", Int) = 0 [Enum(MK.Toon.StencilOperation)] _StencilZFail ("", Int) = 0 ///////////////// // Particles // ///////////////// [Toggle] _Flipbook ("", Float) = 0.0 [Toggle] _SoftFade ("", Float) = 0.0 [MKToonSoftFadeNearDistance] _SoftFadeNearDistance ("", Float) = 0.0 [MKToonSoftFadeFarDistance] _SoftFadeFarDistance ("", Float) = 1.0 _SoftFadeModeParams("", Vector) = (0,0,0,0) [Enum(MK.Toon.ColorBlend)] _ColorBlend ("", Float) = 0.0 [Toggle] _CameraFade ("", Float) = 0.0 _CameraFadeParams("", Vector) = (0,0,0,0) [MKToonCameraFadeNearDistance] _CameraFadeNearDistance ("", Float) = 1.0 [MKToonCameraFadeFarDistance] _CameraFadeFarDistance ("", Float) = 2.0 ///////////////// // Editor Only // ///////////////// [HideInInspector] _Initialized ("", int) = 0 [HideInInspector] _OptionsTab ("", int) = 1 [HideInInspector] _InputTab ("", int) = 1 [HideInInspector] _StylizeTab ("", int) = 0 [HideInInspector] _AdvancedTab ("", int) = 0 [HideInInspector] _ParticlesTab ("", int) = 0 ///////////////// // System // ///////////////// [HideInInspector] _Cutoff ("", Range(0, 1)) = 0.5 [HideInInspector] _MainTex ("", 2D) = "white" {} [HideInInspector] _Color ("", Color) = (1,1,1,1) } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 4.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane" "RenderPipeline" = "UniversalPipeline" } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,11.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForward" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_SOFT_FADE #pragma shader_feature_local __ _MK_CAMERA_FADE #pragma shader_feature_local __ _MK_COLOR_BLEND_ADDITIVE _MK_COLOR_BLEND_SUBTRACTIVE _MK_COLOR_BLEND_OVERLAY _MK_COLOR_BLEND_COLOR _MK_COLOR_BLEND_DIFFERENCE #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_PARTICLES #define MK_UNLIT #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForwardOnly" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_SOFT_FADE #pragma shader_feature_local __ _MK_CAMERA_FADE #pragma shader_feature_local __ _MK_COLOR_BLEND_ADDITIVE _MK_COLOR_BLEND_SUBTRACTIVE _MK_COLOR_BLEND_OVERLAY _MK_COLOR_BLEND_COLOR _MK_COLOR_BLEND_DIFFERENCE #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_PARTICLES #define MK_UNLIT #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthOnlyVert #pragma fragment DepthOnlyFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_UNLIT #define MK_PARTICLES #include_with_pragmas "../../Lib/DepthOnly/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Normals ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,16.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_SIMPLE #define MK_PARTICLES #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Universal2D ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex Universal2DVert #pragma fragment Universal2DFrag #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_UNLIT #define MK_PARTICLES #include_with_pragmas "../../Lib/Universal2D/Setup.hlsl" ENDHLSL } } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 3.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane" "RenderPipeline" = "UniversalPipeline" } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,11.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForward" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma shader_feature_local __ _MK_SOFT_FADE #pragma shader_feature_local __ _MK_CAMERA_FADE #pragma shader_feature_local __ _MK_COLOR_BLEND_ADDITIVE _MK_COLOR_BLEND_SUBTRACTIVE _MK_COLOR_BLEND_OVERLAY _MK_COLOR_BLEND_COLOR _MK_COLOR_BLEND_DIFFERENCE #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_PARTICLES #define MK_UNLIT #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForwardOnly" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma shader_feature_local __ _MK_SOFT_FADE #pragma shader_feature_local __ _MK_CAMERA_FADE #pragma shader_feature_local __ _MK_COLOR_BLEND_ADDITIVE _MK_COLOR_BLEND_SUBTRACTIVE _MK_COLOR_BLEND_OVERLAY _MK_COLOR_BLEND_COLOR _MK_COLOR_BLEND_DIFFERENCE #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_PARTICLES #define MK_UNLIT #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex DepthOnlyVert #pragma fragment DepthOnlyFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_UNLIT #define MK_PARTICLES #include_with_pragmas "../../Lib/DepthOnly/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Normals ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,16.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_SIMPLE #define MK_PARTICLES #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Universal2D ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex Universal2DVert #pragma fragment Universal2DFrag #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_UNLIT #define MK_PARTICLES #include_with_pragmas "../../Lib/Universal2D/Setup.hlsl" ENDHLSL } } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 2.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane" "RenderPipeline" = "UniversalPipeline" } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,11.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForward" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_SOFT_FADE #pragma shader_feature_local __ _MK_CAMERA_FADE #pragma shader_feature_local __ _MK_COLOR_BLEND_ADDITIVE _MK_COLOR_BLEND_SUBTRACTIVE _MK_COLOR_BLEND_OVERLAY _MK_COLOR_BLEND_COLOR _MK_COLOR_BLEND_DIFFERENCE #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_PARTICLES #define MK_UNLIT #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForwardOnly" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_SOFT_FADE #pragma shader_feature_local __ _MK_CAMERA_FADE #pragma shader_feature_local __ _MK_COLOR_BLEND_ADDITIVE _MK_COLOR_BLEND_SUBTRACTIVE _MK_COLOR_BLEND_OVERLAY _MK_COLOR_BLEND_COLOR _MK_COLOR_BLEND_DIFFERENCE #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_PARTICLES #define MK_UNLIT #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthOnlyVert #pragma fragment DepthOnlyFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_UNLIT #define MK_PARTICLES #include_with_pragmas "../../Lib/DepthOnly/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Normals ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,16.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #define MK_URP #define MK_SIMPLE #define MK_PARTICLES #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Universal2D ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex Universal2DVert #pragma fragment Universal2DFrag #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_UNLIT #define MK_PARTICLES #include_with_pragmas "../../Lib/Universal2D/Setup.hlsl" ENDHLSL } } FallBack Off CustomEditor "MK.Toon.Editor.URP.ParticlesUnlitEditor" }