////////////////////////////////////////////////////// // MK Toon Built-in Particles Unlit // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2021 All rights reserved. // ////////////////////////////////////////////////////// Shader "MK/Toon/Built-in/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) _AlphaCutoff ("", Range(0, 1)) = 0.5 [MainTexture] _AlbedoMap ("", 2D) = "white" {} ///////////////// // Stylize // ///////////////// _Contrast ("", Float) = 1.0 [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" {} [MKToonVertexAnimationFrequency] _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 [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 } SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane"} ///////////////////////////////////////////////////////////////////////////////////////////// // Editor Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #include "UnityStandardParticleEditor.cginc" ENDCG } Pass { Name "ScenePickingPass" Tags{ "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 5.0 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #include "UnityStandardParticleEditor.cginc" ENDCG } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "ForwardBase" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] ZTest [_ZTest] ColorMask RGB HLSLPROGRAM #pragma target 5.0 #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 #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #pragma exclude_renderers d3d11_9x #pragma multi_compile_fog #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #define MK_LEGACY_RP #define MK_PARTICLES #define MK_UNLIT #include "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// //Casting Shadows from Particles is not supported ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// //Not supported on particles } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 3.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane"} ///////////////////////////////////////////////////////////////////////////////////////////// // Editor Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.5 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #include "UnityStandardParticleEditor.cginc" ENDCG } Pass { Name "ScenePickingPass" Tags{ "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.5 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #include "UnityStandardParticleEditor.cginc" ENDCG } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "ForwardBase" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] ZTest [_ZTest] ColorMask RGB HLSLPROGRAM #pragma target 3.5 #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 #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #pragma exclude_renderers d3d11_9x #pragma multi_compile_fog #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #define MK_LEGACY_RP #define MK_PARTICLES #define MK_UNLIT #include "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// //Casting Shadows from Particles is not supported ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// //Not supported on particles } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 3.0 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane"} ///////////////////////////////////////////////////////////////////////////////////////////// // Editor Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.0 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #include "UnityStandardParticleEditor.cginc" ENDCG } Pass { Name "ScenePickingPass" Tags{ "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.0 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #include "UnityStandardParticleEditor.cginc" ENDCG } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "ForwardBase" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] ZTest [_ZTest] ColorMask RGB HLSLPROGRAM #pragma target 3.0 #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 #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #pragma exclude_renderers d3d11_9x #pragma multi_compile_fog #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #define MK_LEGACY_RP #define MK_PARTICLES #define MK_UNLIT #include "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// //Casting Shadows from Particles is not supported ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// //Not supported on particles } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 2.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags {"RenderType"="Opaque" "PerformanceChecks"="False" "IgnoreProjector" = "True" "PreviewType" = "Plane"} ///////////////////////////////////////////////////////////////////////////////////////////// // Editor Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 2.5 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #include "UnityStandardParticleEditor.cginc" ENDCG } Pass { Name "ScenePickingPass" Tags{ "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 2.5 #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #include "UnityStandardParticleEditor.cginc" ENDCG } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "ForwardBase" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] ZTest [_ZTest] ColorMask RGB HLSLPROGRAM #pragma target 2.5 #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 #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #pragma exclude_renderers d3d11_9x #pragma multi_compile_fog #pragma multi_compile_instancing //#pragma instancing_options procedural:vertInstancingSetup #define MK_LEGACY_RP #define MK_PARTICLES #define MK_UNLIT #include "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// //Casting Shadows from Particles is not supported ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// //Not supported on particles } FallBack Off CustomEditor "MK.Toon.Editor.Legacy.ParticlesUnlitEditor" }