SFX added
This commit is contained in:
@@ -1,275 +1,275 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
// Parse conditional expressions from CFXR_MaterialInspector to show/hide some parts of the UI easily
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public static class ExpressionParser
|
||||
{
|
||||
public delegate bool EvaluateFunction(string content);
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Main Function to use
|
||||
|
||||
static public bool EvaluateExpression(string expression, EvaluateFunction evalFunction)
|
||||
{
|
||||
//Remove white spaces and double && ||
|
||||
string cleanExpr = "";
|
||||
for(int i = 0; i < expression.Length; i++)
|
||||
{
|
||||
switch(expression[i])
|
||||
{
|
||||
case ' ': break;
|
||||
case '&': cleanExpr += expression[i]; i++; break;
|
||||
case '|': cleanExpr += expression[i]; i++; break;
|
||||
default: cleanExpr += expression[i]; break;
|
||||
}
|
||||
}
|
||||
|
||||
List<Token> tokens = new List<Token>();
|
||||
StringReader reader = new StringReader(cleanExpr);
|
||||
Token t = null;
|
||||
do
|
||||
{
|
||||
t = new Token(reader);
|
||||
tokens.Add(t);
|
||||
} while(t.type != Token.TokenType.EXPR_END);
|
||||
|
||||
List<Token> polishNotation = Token.TransformToPolishNotation(tokens);
|
||||
|
||||
var enumerator = polishNotation.GetEnumerator();
|
||||
enumerator.MoveNext();
|
||||
Expression root = MakeExpression(ref enumerator, evalFunction);
|
||||
|
||||
return root.Evaluate();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Expression Token
|
||||
|
||||
public class Token
|
||||
{
|
||||
static Dictionary<char, KeyValuePair<TokenType, string>> typesDict = new Dictionary<char, KeyValuePair<TokenType, string>>()
|
||||
{
|
||||
{'(', new KeyValuePair<TokenType, string>(TokenType.OPEN_PAREN, "(")},
|
||||
{')', new KeyValuePair<TokenType, string>(TokenType.CLOSE_PAREN, ")")},
|
||||
{'!', new KeyValuePair<TokenType, string>(TokenType.UNARY_OP, "NOT")},
|
||||
{'&', new KeyValuePair<TokenType, string>(TokenType.BINARY_OP, "AND")},
|
||||
{'|', new KeyValuePair<TokenType, string>(TokenType.BINARY_OP, "OR")}
|
||||
};
|
||||
|
||||
public enum TokenType
|
||||
{
|
||||
OPEN_PAREN,
|
||||
CLOSE_PAREN,
|
||||
UNARY_OP,
|
||||
BINARY_OP,
|
||||
LITERAL,
|
||||
EXPR_END
|
||||
}
|
||||
|
||||
public TokenType type;
|
||||
public string value;
|
||||
|
||||
public Token(StringReader s)
|
||||
{
|
||||
int c = s.Read();
|
||||
if(c == -1)
|
||||
{
|
||||
type = TokenType.EXPR_END;
|
||||
value = "";
|
||||
return;
|
||||
}
|
||||
|
||||
char ch = (char)c;
|
||||
|
||||
//Special case: solve bug where !COND_FALSE_1 && COND_FALSE_2 would return True
|
||||
bool embeddedNot = (ch == '!' && s.Peek() != '(');
|
||||
|
||||
if(typesDict.ContainsKey(ch) && !embeddedNot)
|
||||
{
|
||||
type = typesDict[ch].Key;
|
||||
value = typesDict[ch].Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
string str = "";
|
||||
str += ch;
|
||||
while(s.Peek() != -1 && !typesDict.ContainsKey((char)s.Peek()))
|
||||
{
|
||||
str += (char)s.Read();
|
||||
}
|
||||
type = TokenType.LITERAL;
|
||||
value = str;
|
||||
}
|
||||
}
|
||||
|
||||
static public List<Token> TransformToPolishNotation(List<Token> infixTokenList)
|
||||
{
|
||||
Queue<Token> outputQueue = new Queue<Token>();
|
||||
Stack<Token> stack = new Stack<Token>();
|
||||
|
||||
int index = 0;
|
||||
while(infixTokenList.Count > index)
|
||||
{
|
||||
Token t = infixTokenList[index];
|
||||
|
||||
switch(t.type)
|
||||
{
|
||||
case Token.TokenType.LITERAL:
|
||||
outputQueue.Enqueue(t);
|
||||
break;
|
||||
case Token.TokenType.BINARY_OP:
|
||||
case Token.TokenType.UNARY_OP:
|
||||
case Token.TokenType.OPEN_PAREN:
|
||||
stack.Push(t);
|
||||
break;
|
||||
case Token.TokenType.CLOSE_PAREN:
|
||||
while(stack.Peek().type != Token.TokenType.OPEN_PAREN)
|
||||
{
|
||||
outputQueue.Enqueue(stack.Pop());
|
||||
}
|
||||
stack.Pop();
|
||||
if(stack.Count > 0 && stack.Peek().type == Token.TokenType.UNARY_OP)
|
||||
{
|
||||
outputQueue.Enqueue(stack.Pop());
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
index++;
|
||||
}
|
||||
while(stack.Count > 0)
|
||||
{
|
||||
outputQueue.Enqueue(stack.Pop());
|
||||
}
|
||||
|
||||
var list = new List<Token>(outputQueue);
|
||||
list.Reverse();
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Boolean Expression Classes
|
||||
|
||||
public abstract class Expression
|
||||
{
|
||||
public abstract bool Evaluate();
|
||||
}
|
||||
|
||||
public class ExpressionLeaf : Expression
|
||||
{
|
||||
private string content;
|
||||
private EvaluateFunction evalFunction;
|
||||
|
||||
public ExpressionLeaf(EvaluateFunction _evalFunction, string _content)
|
||||
{
|
||||
this.evalFunction = _evalFunction;
|
||||
this.content = _content;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
//embedded not, see special case in Token declaration
|
||||
if(content.StartsWith("!"))
|
||||
{
|
||||
return !this.evalFunction(content.Substring(1));
|
||||
}
|
||||
|
||||
return this.evalFunction(content);
|
||||
}
|
||||
}
|
||||
|
||||
public class ExpressionAnd : Expression
|
||||
{
|
||||
private Expression left;
|
||||
private Expression right;
|
||||
|
||||
public ExpressionAnd(Expression _left, Expression _right)
|
||||
{
|
||||
this.left = _left;
|
||||
this.right = _right;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
return left.Evaluate() && right.Evaluate();
|
||||
}
|
||||
}
|
||||
|
||||
public class ExpressionOr : Expression
|
||||
{
|
||||
private Expression left;
|
||||
private Expression right;
|
||||
|
||||
public ExpressionOr(Expression _left, Expression _right)
|
||||
{
|
||||
this.left = _left;
|
||||
this.right = _right;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
return left.Evaluate() || right.Evaluate();
|
||||
}
|
||||
}
|
||||
|
||||
public class ExpressionNot : Expression
|
||||
{
|
||||
private Expression expr;
|
||||
|
||||
public ExpressionNot(Expression _expr)
|
||||
{
|
||||
this.expr = _expr;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
return !expr.Evaluate();
|
||||
}
|
||||
}
|
||||
|
||||
static public Expression MakeExpression(ref List<Token>.Enumerator polishNotationTokensEnumerator, EvaluateFunction _evalFunction)
|
||||
{
|
||||
if(polishNotationTokensEnumerator.Current.type == Token.TokenType.LITERAL)
|
||||
{
|
||||
Expression lit = new ExpressionLeaf(_evalFunction, polishNotationTokensEnumerator.Current.value);
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
return lit;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(polishNotationTokensEnumerator.Current.value == "NOT")
|
||||
{
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
Expression operand = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
return new ExpressionNot(operand);
|
||||
}
|
||||
else if(polishNotationTokensEnumerator.Current.value == "AND")
|
||||
{
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
Expression left = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
Expression right = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
return new ExpressionAnd(left, right);
|
||||
}
|
||||
else if(polishNotationTokensEnumerator.Current.value == "OR")
|
||||
{
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
Expression left = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
Expression right = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
return new ExpressionOr(left, right);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
// Parse conditional expressions from CFXR_MaterialInspector to show/hide some parts of the UI easily
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public static class ExpressionParser
|
||||
{
|
||||
public delegate bool EvaluateFunction(string content);
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Main Function to use
|
||||
|
||||
static public bool EvaluateExpression(string expression, EvaluateFunction evalFunction)
|
||||
{
|
||||
//Remove white spaces and double && ||
|
||||
string cleanExpr = "";
|
||||
for(int i = 0; i < expression.Length; i++)
|
||||
{
|
||||
switch(expression[i])
|
||||
{
|
||||
case ' ': break;
|
||||
case '&': cleanExpr += expression[i]; i++; break;
|
||||
case '|': cleanExpr += expression[i]; i++; break;
|
||||
default: cleanExpr += expression[i]; break;
|
||||
}
|
||||
}
|
||||
|
||||
List<Token> tokens = new List<Token>();
|
||||
StringReader reader = new StringReader(cleanExpr);
|
||||
Token t = null;
|
||||
do
|
||||
{
|
||||
t = new Token(reader);
|
||||
tokens.Add(t);
|
||||
} while(t.type != Token.TokenType.EXPR_END);
|
||||
|
||||
List<Token> polishNotation = Token.TransformToPolishNotation(tokens);
|
||||
|
||||
var enumerator = polishNotation.GetEnumerator();
|
||||
enumerator.MoveNext();
|
||||
Expression root = MakeExpression(ref enumerator, evalFunction);
|
||||
|
||||
return root.Evaluate();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Expression Token
|
||||
|
||||
public class Token
|
||||
{
|
||||
static Dictionary<char, KeyValuePair<TokenType, string>> typesDict = new Dictionary<char, KeyValuePair<TokenType, string>>()
|
||||
{
|
||||
{'(', new KeyValuePair<TokenType, string>(TokenType.OPEN_PAREN, "(")},
|
||||
{')', new KeyValuePair<TokenType, string>(TokenType.CLOSE_PAREN, ")")},
|
||||
{'!', new KeyValuePair<TokenType, string>(TokenType.UNARY_OP, "NOT")},
|
||||
{'&', new KeyValuePair<TokenType, string>(TokenType.BINARY_OP, "AND")},
|
||||
{'|', new KeyValuePair<TokenType, string>(TokenType.BINARY_OP, "OR")}
|
||||
};
|
||||
|
||||
public enum TokenType
|
||||
{
|
||||
OPEN_PAREN,
|
||||
CLOSE_PAREN,
|
||||
UNARY_OP,
|
||||
BINARY_OP,
|
||||
LITERAL,
|
||||
EXPR_END
|
||||
}
|
||||
|
||||
public TokenType type;
|
||||
public string value;
|
||||
|
||||
public Token(StringReader s)
|
||||
{
|
||||
int c = s.Read();
|
||||
if(c == -1)
|
||||
{
|
||||
type = TokenType.EXPR_END;
|
||||
value = "";
|
||||
return;
|
||||
}
|
||||
|
||||
char ch = (char)c;
|
||||
|
||||
//Special case: solve bug where !COND_FALSE_1 && COND_FALSE_2 would return True
|
||||
bool embeddedNot = (ch == '!' && s.Peek() != '(');
|
||||
|
||||
if(typesDict.ContainsKey(ch) && !embeddedNot)
|
||||
{
|
||||
type = typesDict[ch].Key;
|
||||
value = typesDict[ch].Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
string str = "";
|
||||
str += ch;
|
||||
while(s.Peek() != -1 && !typesDict.ContainsKey((char)s.Peek()))
|
||||
{
|
||||
str += (char)s.Read();
|
||||
}
|
||||
type = TokenType.LITERAL;
|
||||
value = str;
|
||||
}
|
||||
}
|
||||
|
||||
static public List<Token> TransformToPolishNotation(List<Token> infixTokenList)
|
||||
{
|
||||
Queue<Token> outputQueue = new Queue<Token>();
|
||||
Stack<Token> stack = new Stack<Token>();
|
||||
|
||||
int index = 0;
|
||||
while(infixTokenList.Count > index)
|
||||
{
|
||||
Token t = infixTokenList[index];
|
||||
|
||||
switch(t.type)
|
||||
{
|
||||
case Token.TokenType.LITERAL:
|
||||
outputQueue.Enqueue(t);
|
||||
break;
|
||||
case Token.TokenType.BINARY_OP:
|
||||
case Token.TokenType.UNARY_OP:
|
||||
case Token.TokenType.OPEN_PAREN:
|
||||
stack.Push(t);
|
||||
break;
|
||||
case Token.TokenType.CLOSE_PAREN:
|
||||
while(stack.Peek().type != Token.TokenType.OPEN_PAREN)
|
||||
{
|
||||
outputQueue.Enqueue(stack.Pop());
|
||||
}
|
||||
stack.Pop();
|
||||
if(stack.Count > 0 && stack.Peek().type == Token.TokenType.UNARY_OP)
|
||||
{
|
||||
outputQueue.Enqueue(stack.Pop());
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
index++;
|
||||
}
|
||||
while(stack.Count > 0)
|
||||
{
|
||||
outputQueue.Enqueue(stack.Pop());
|
||||
}
|
||||
|
||||
var list = new List<Token>(outputQueue);
|
||||
list.Reverse();
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Boolean Expression Classes
|
||||
|
||||
public abstract class Expression
|
||||
{
|
||||
public abstract bool Evaluate();
|
||||
}
|
||||
|
||||
public class ExpressionLeaf : Expression
|
||||
{
|
||||
private string content;
|
||||
private EvaluateFunction evalFunction;
|
||||
|
||||
public ExpressionLeaf(EvaluateFunction _evalFunction, string _content)
|
||||
{
|
||||
this.evalFunction = _evalFunction;
|
||||
this.content = _content;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
//embedded not, see special case in Token declaration
|
||||
if(content.StartsWith("!"))
|
||||
{
|
||||
return !this.evalFunction(content.Substring(1));
|
||||
}
|
||||
|
||||
return this.evalFunction(content);
|
||||
}
|
||||
}
|
||||
|
||||
public class ExpressionAnd : Expression
|
||||
{
|
||||
private Expression left;
|
||||
private Expression right;
|
||||
|
||||
public ExpressionAnd(Expression _left, Expression _right)
|
||||
{
|
||||
this.left = _left;
|
||||
this.right = _right;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
return left.Evaluate() && right.Evaluate();
|
||||
}
|
||||
}
|
||||
|
||||
public class ExpressionOr : Expression
|
||||
{
|
||||
private Expression left;
|
||||
private Expression right;
|
||||
|
||||
public ExpressionOr(Expression _left, Expression _right)
|
||||
{
|
||||
this.left = _left;
|
||||
this.right = _right;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
return left.Evaluate() || right.Evaluate();
|
||||
}
|
||||
}
|
||||
|
||||
public class ExpressionNot : Expression
|
||||
{
|
||||
private Expression expr;
|
||||
|
||||
public ExpressionNot(Expression _expr)
|
||||
{
|
||||
this.expr = _expr;
|
||||
}
|
||||
|
||||
override public bool Evaluate()
|
||||
{
|
||||
return !expr.Evaluate();
|
||||
}
|
||||
}
|
||||
|
||||
static public Expression MakeExpression(ref List<Token>.Enumerator polishNotationTokensEnumerator, EvaluateFunction _evalFunction)
|
||||
{
|
||||
if(polishNotationTokensEnumerator.Current.type == Token.TokenType.LITERAL)
|
||||
{
|
||||
Expression lit = new ExpressionLeaf(_evalFunction, polishNotationTokensEnumerator.Current.value);
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
return lit;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(polishNotationTokensEnumerator.Current.value == "NOT")
|
||||
{
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
Expression operand = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
return new ExpressionNot(operand);
|
||||
}
|
||||
else if(polishNotationTokensEnumerator.Current.value == "AND")
|
||||
{
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
Expression left = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
Expression right = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
return new ExpressionAnd(left, right);
|
||||
}
|
||||
else if(polishNotationTokensEnumerator.Current.value == "OR")
|
||||
{
|
||||
polishNotationTokensEnumerator.MoveNext();
|
||||
Expression left = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
Expression right = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction);
|
||||
return new ExpressionOr(left, right);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,362 +1,362 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
// GUI Styles and UI methods
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public static class Styles
|
||||
{
|
||||
//================================================================================================================================
|
||||
// GUI Styles
|
||||
//================================================================================================================================
|
||||
|
||||
//================================================================================================================================
|
||||
// (x) close button
|
||||
static GUIStyle _closeCrossButton;
|
||||
public static GUIStyle CloseCrossButton
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_closeCrossButton == null)
|
||||
{
|
||||
//Try to load GUISkin according to its GUID
|
||||
//Assumes that its .meta file should always stick with it!
|
||||
string guiSkinPath = AssetDatabase.GUIDToAssetPath("02d396fa782e5d7438e231ea9f8be23c");
|
||||
var gs = AssetDatabase.LoadAssetAtPath<GUISkin>(guiSkinPath);
|
||||
if(gs != null)
|
||||
{
|
||||
_closeCrossButton = System.Array.Find<GUIStyle>(gs.customStyles, x => x.name == "CloseCrossButton");
|
||||
}
|
||||
|
||||
//Else fall back to minibutton
|
||||
if(_closeCrossButton == null)
|
||||
_closeCrossButton = EditorStyles.miniButton;
|
||||
}
|
||||
return _closeCrossButton;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Shuriken Toggle with label alignment fix
|
||||
static GUIStyle _shurikenToggle;
|
||||
public static GUIStyle ShurikenToggle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_shurikenToggle == null)
|
||||
{
|
||||
_shurikenToggle = new GUIStyle("ShurikenToggle");
|
||||
_shurikenToggle.fontSize = 9;
|
||||
_shurikenToggle.contentOffset = new Vector2(16, -1);
|
||||
if(EditorGUIUtility.isProSkin)
|
||||
{
|
||||
var textColor = new Color(.8f, .8f, .8f);
|
||||
_shurikenToggle.normal.textColor = textColor;
|
||||
_shurikenToggle.active.textColor = textColor;
|
||||
_shurikenToggle.focused.textColor = textColor;
|
||||
_shurikenToggle.hover.textColor = textColor;
|
||||
_shurikenToggle.onNormal.textColor = textColor;
|
||||
_shurikenToggle.onActive.textColor = textColor;
|
||||
_shurikenToggle.onFocused.textColor = textColor;
|
||||
_shurikenToggle.onHover.textColor = textColor;
|
||||
}
|
||||
}
|
||||
return _shurikenToggle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Bold mini-label (the one from EditorStyles isn't actually "mini")
|
||||
static GUIStyle _miniBoldLabel;
|
||||
public static GUIStyle MiniBoldLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_miniBoldLabel == null)
|
||||
{
|
||||
_miniBoldLabel = new GUIStyle(EditorStyles.boldLabel);
|
||||
_miniBoldLabel.fontSize = 10;
|
||||
_miniBoldLabel.margin = new RectOffset(0, 0, 0, 0);
|
||||
}
|
||||
return _miniBoldLabel;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Bold mini-foldout
|
||||
static GUIStyle _miniBoldFoldout;
|
||||
public static GUIStyle MiniBoldFoldout
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_miniBoldFoldout == null)
|
||||
{
|
||||
_miniBoldFoldout = new GUIStyle(EditorStyles.foldout);
|
||||
_miniBoldFoldout.fontSize = 10;
|
||||
_miniBoldFoldout.fontStyle = FontStyle.Bold;
|
||||
_miniBoldFoldout.margin = new RectOffset(0, 0, 0, 0);
|
||||
}
|
||||
return _miniBoldFoldout;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Gray right-aligned label for Orderable List (Material Animator)
|
||||
static GUIStyle _PropertyTypeLabel;
|
||||
public static GUIStyle PropertyTypeLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_PropertyTypeLabel == null)
|
||||
{
|
||||
_PropertyTypeLabel = new GUIStyle(EditorStyles.label);
|
||||
_PropertyTypeLabel.alignment = TextAnchor.MiddleRight;
|
||||
_PropertyTypeLabel.normal.textColor = Color.gray;
|
||||
_PropertyTypeLabel.fontSize = 9;
|
||||
}
|
||||
return _PropertyTypeLabel;
|
||||
}
|
||||
}
|
||||
|
||||
// Dark Gray right-aligned label for Orderable List (Material Animator)
|
||||
static GUIStyle _PropertyTypeLabelFocused;
|
||||
public static GUIStyle PropertyTypeLabelFocused
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_PropertyTypeLabelFocused == null)
|
||||
{
|
||||
_PropertyTypeLabelFocused = new GUIStyle(EditorStyles.label);
|
||||
_PropertyTypeLabelFocused.alignment = TextAnchor.MiddleRight;
|
||||
_PropertyTypeLabelFocused.normal.textColor = new Color(.2f, .2f, .2f);
|
||||
_PropertyTypeLabelFocused.fontSize = 9;
|
||||
}
|
||||
return _PropertyTypeLabelFocused;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Rounded Box
|
||||
static GUIStyle _roundedBox;
|
||||
public static GUIStyle RoundedBox
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_roundedBox == null)
|
||||
{
|
||||
_roundedBox = new GUIStyle(EditorStyles.helpBox);
|
||||
}
|
||||
return _roundedBox;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Center White Label ("Editing Spline" label in Scene View)
|
||||
static GUIStyle _CenteredWhiteLabel;
|
||||
public static GUIStyle CenteredWhiteLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_CenteredWhiteLabel == null)
|
||||
{
|
||||
_CenteredWhiteLabel = new GUIStyle(EditorStyles.centeredGreyMiniLabel);
|
||||
_CenteredWhiteLabel.fontSize = 20;
|
||||
_CenteredWhiteLabel.normal.textColor = Color.white;
|
||||
}
|
||||
return _CenteredWhiteLabel;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Used to draw lines for separators
|
||||
static public GUIStyle _LineStyle;
|
||||
static public GUIStyle LineStyle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_LineStyle == null)
|
||||
{
|
||||
_LineStyle = new GUIStyle();
|
||||
_LineStyle.normal.background = EditorGUIUtility.whiteTexture;
|
||||
_LineStyle.stretchWidth = true;
|
||||
}
|
||||
|
||||
return _LineStyle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// HelpBox with rich text formatting support
|
||||
static GUIStyle _HelpBoxRichTextStyle;
|
||||
static public GUIStyle HelpBoxRichTextStyle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_HelpBoxRichTextStyle == null)
|
||||
{
|
||||
_HelpBoxRichTextStyle = new GUIStyle("HelpBox");
|
||||
_HelpBoxRichTextStyle.richText = true;
|
||||
}
|
||||
return _HelpBoxRichTextStyle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Material Blue Header
|
||||
static public GUIStyle _MaterialHeaderStyle;
|
||||
static public GUIStyle MaterialHeaderStyle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_MaterialHeaderStyle == null)
|
||||
{
|
||||
_MaterialHeaderStyle = new GUIStyle(EditorStyles.label);
|
||||
_MaterialHeaderStyle.fontStyle = FontStyle.Bold;
|
||||
_MaterialHeaderStyle.fontSize = 11;
|
||||
_MaterialHeaderStyle.padding.top = 0;
|
||||
_MaterialHeaderStyle.padding.bottom = 0;
|
||||
_MaterialHeaderStyle.normal.textColor = EditorGUIUtility.isProSkin ? new Color32(75, 128, 255, 255) : new Color32(0, 50, 230, 255);
|
||||
_MaterialHeaderStyle.stretchWidth = true;
|
||||
}
|
||||
|
||||
return _MaterialHeaderStyle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Material Header emboss effect
|
||||
static public GUIStyle _MaterialHeaderStyleHighlight;
|
||||
static public GUIStyle MaterialHeaderStyleHighlight
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_MaterialHeaderStyleHighlight == null)
|
||||
{
|
||||
_MaterialHeaderStyleHighlight = new GUIStyle(MaterialHeaderStyle);
|
||||
_MaterialHeaderStyleHighlight.contentOffset = new Vector2(1, 1);
|
||||
_MaterialHeaderStyleHighlight.normal.textColor = EditorGUIUtility.isProSkin ? new Color32(255, 255, 255, 16) : new Color32(255, 255, 255, 32);
|
||||
}
|
||||
|
||||
return _MaterialHeaderStyleHighlight;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Filled rectangle
|
||||
|
||||
static private GUIStyle _WhiteRectangleStyle;
|
||||
|
||||
static public void DrawRectangle(Rect position, Color color)
|
||||
{
|
||||
var col = GUI.color;
|
||||
GUI.color *= color;
|
||||
DrawRectangle(position);
|
||||
GUI.color = col;
|
||||
}
|
||||
static public void DrawRectangle(Rect position)
|
||||
{
|
||||
if(_WhiteRectangleStyle == null)
|
||||
{
|
||||
_WhiteRectangleStyle = new GUIStyle();
|
||||
_WhiteRectangleStyle.normal.background = EditorGUIUtility.whiteTexture;
|
||||
}
|
||||
|
||||
if(Event.current != null && Event.current.type == EventType.Repaint)
|
||||
{
|
||||
_WhiteRectangleStyle.Draw(position, false, false, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Methods
|
||||
//================================================================================================================================
|
||||
|
||||
static public void DrawLine(float height = 2f)
|
||||
{
|
||||
DrawLine(Color.black, height);
|
||||
}
|
||||
static public void DrawLine(Color color, float height = 1f)
|
||||
{
|
||||
Rect position = GUILayoutUtility.GetRect(0f, float.MaxValue, height, height, LineStyle);
|
||||
DrawLine(position, color);
|
||||
}
|
||||
static public void DrawLine(Rect position, Color color)
|
||||
{
|
||||
if(Event.current.type == EventType.Repaint)
|
||||
{
|
||||
Color orgColor = GUI.color;
|
||||
GUI.color = orgColor * color;
|
||||
LineStyle.Draw(position, false, false, false, false);
|
||||
GUI.color = orgColor;
|
||||
}
|
||||
}
|
||||
|
||||
static public void MaterialDrawHeader(GUIContent guiContent)
|
||||
{
|
||||
var rect = GUILayoutUtility.GetRect(guiContent, MaterialHeaderStyle);
|
||||
GUI.Label(rect, guiContent, MaterialHeaderStyleHighlight);
|
||||
GUI.Label(rect, guiContent, MaterialHeaderStyle);
|
||||
}
|
||||
|
||||
static public void MaterialDrawSeparator()
|
||||
{
|
||||
GUILayout.Space(4);
|
||||
if(EditorGUIUtility.isProSkin)
|
||||
DrawLine(new Color(.3f, .3f, .3f, 1f), 1);
|
||||
else
|
||||
DrawLine(new Color(.6f, .6f, .6f, 1f), 1);
|
||||
GUILayout.Space(4);
|
||||
}
|
||||
|
||||
static public void MaterialDrawSeparatorDouble()
|
||||
{
|
||||
GUILayout.Space(6);
|
||||
if(EditorGUIUtility.isProSkin)
|
||||
{
|
||||
DrawLine(new Color(.1f, .1f, .1f, 1f), 1);
|
||||
DrawLine(new Color(.4f, .4f, .4f, 1f), 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawLine(new Color(.3f, .3f, .3f, 1f), 1);
|
||||
DrawLine(new Color(.9f, .9f, .9f, 1f), 1);
|
||||
}
|
||||
GUILayout.Space(6);
|
||||
}
|
||||
|
||||
//built-in console icons, also used in help box
|
||||
static Texture2D warnIcon;
|
||||
static Texture2D infoIcon;
|
||||
static Texture2D errorIcon;
|
||||
|
||||
static public void HelpBoxRichText(Rect position, string message, MessageType msgType)
|
||||
{
|
||||
Texture2D icon = null;
|
||||
switch(msgType)
|
||||
{
|
||||
case MessageType.Warning: icon = warnIcon ?? (warnIcon = EditorGUIUtility.Load("console.warnicon") as Texture2D); break;
|
||||
case MessageType.Info: icon = infoIcon ?? (infoIcon = EditorGUIUtility.Load("console.infoicon") as Texture2D); break;
|
||||
case MessageType.Error: icon = errorIcon ?? (errorIcon = EditorGUIUtility.Load("console.erroricon") as Texture2D); break;
|
||||
}
|
||||
EditorGUI.LabelField(position, GUIContent.none, new GUIContent(message, icon), HelpBoxRichTextStyle);
|
||||
}
|
||||
|
||||
static public void HelpBoxRichText(string message, MessageType msgType)
|
||||
{
|
||||
Texture2D icon = null;
|
||||
switch(msgType)
|
||||
{
|
||||
case MessageType.Warning: icon = warnIcon ?? (warnIcon = EditorGUIUtility.Load("console.warnicon") as Texture2D); break;
|
||||
case MessageType.Info: icon = infoIcon ?? (infoIcon = EditorGUIUtility.Load("console.infoicon") as Texture2D); break;
|
||||
case MessageType.Error: icon = errorIcon ?? (errorIcon = EditorGUIUtility.Load("console.erroricon") as Texture2D); break;
|
||||
}
|
||||
EditorGUILayout.LabelField(GUIContent.none, new GUIContent(message, icon), HelpBoxRichTextStyle);
|
||||
}
|
||||
}
|
||||
}
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
// GUI Styles and UI methods
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public static class Styles
|
||||
{
|
||||
//================================================================================================================================
|
||||
// GUI Styles
|
||||
//================================================================================================================================
|
||||
|
||||
//================================================================================================================================
|
||||
// (x) close button
|
||||
static GUIStyle _closeCrossButton;
|
||||
public static GUIStyle CloseCrossButton
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_closeCrossButton == null)
|
||||
{
|
||||
//Try to load GUISkin according to its GUID
|
||||
//Assumes that its .meta file should always stick with it!
|
||||
string guiSkinPath = AssetDatabase.GUIDToAssetPath("02d396fa782e5d7438e231ea9f8be23c");
|
||||
var gs = AssetDatabase.LoadAssetAtPath<GUISkin>(guiSkinPath);
|
||||
if(gs != null)
|
||||
{
|
||||
_closeCrossButton = System.Array.Find<GUIStyle>(gs.customStyles, x => x.name == "CloseCrossButton");
|
||||
}
|
||||
|
||||
//Else fall back to minibutton
|
||||
if(_closeCrossButton == null)
|
||||
_closeCrossButton = EditorStyles.miniButton;
|
||||
}
|
||||
return _closeCrossButton;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Shuriken Toggle with label alignment fix
|
||||
static GUIStyle _shurikenToggle;
|
||||
public static GUIStyle ShurikenToggle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_shurikenToggle == null)
|
||||
{
|
||||
_shurikenToggle = new GUIStyle("ShurikenToggle");
|
||||
_shurikenToggle.fontSize = 9;
|
||||
_shurikenToggle.contentOffset = new Vector2(16, -1);
|
||||
if(EditorGUIUtility.isProSkin)
|
||||
{
|
||||
var textColor = new Color(.8f, .8f, .8f);
|
||||
_shurikenToggle.normal.textColor = textColor;
|
||||
_shurikenToggle.active.textColor = textColor;
|
||||
_shurikenToggle.focused.textColor = textColor;
|
||||
_shurikenToggle.hover.textColor = textColor;
|
||||
_shurikenToggle.onNormal.textColor = textColor;
|
||||
_shurikenToggle.onActive.textColor = textColor;
|
||||
_shurikenToggle.onFocused.textColor = textColor;
|
||||
_shurikenToggle.onHover.textColor = textColor;
|
||||
}
|
||||
}
|
||||
return _shurikenToggle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Bold mini-label (the one from EditorStyles isn't actually "mini")
|
||||
static GUIStyle _miniBoldLabel;
|
||||
public static GUIStyle MiniBoldLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_miniBoldLabel == null)
|
||||
{
|
||||
_miniBoldLabel = new GUIStyle(EditorStyles.boldLabel);
|
||||
_miniBoldLabel.fontSize = 10;
|
||||
_miniBoldLabel.margin = new RectOffset(0, 0, 0, 0);
|
||||
}
|
||||
return _miniBoldLabel;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Bold mini-foldout
|
||||
static GUIStyle _miniBoldFoldout;
|
||||
public static GUIStyle MiniBoldFoldout
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_miniBoldFoldout == null)
|
||||
{
|
||||
_miniBoldFoldout = new GUIStyle(EditorStyles.foldout);
|
||||
_miniBoldFoldout.fontSize = 10;
|
||||
_miniBoldFoldout.fontStyle = FontStyle.Bold;
|
||||
_miniBoldFoldout.margin = new RectOffset(0, 0, 0, 0);
|
||||
}
|
||||
return _miniBoldFoldout;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Gray right-aligned label for Orderable List (Material Animator)
|
||||
static GUIStyle _PropertyTypeLabel;
|
||||
public static GUIStyle PropertyTypeLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_PropertyTypeLabel == null)
|
||||
{
|
||||
_PropertyTypeLabel = new GUIStyle(EditorStyles.label);
|
||||
_PropertyTypeLabel.alignment = TextAnchor.MiddleRight;
|
||||
_PropertyTypeLabel.normal.textColor = Color.gray;
|
||||
_PropertyTypeLabel.fontSize = 9;
|
||||
}
|
||||
return _PropertyTypeLabel;
|
||||
}
|
||||
}
|
||||
|
||||
// Dark Gray right-aligned label for Orderable List (Material Animator)
|
||||
static GUIStyle _PropertyTypeLabelFocused;
|
||||
public static GUIStyle PropertyTypeLabelFocused
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_PropertyTypeLabelFocused == null)
|
||||
{
|
||||
_PropertyTypeLabelFocused = new GUIStyle(EditorStyles.label);
|
||||
_PropertyTypeLabelFocused.alignment = TextAnchor.MiddleRight;
|
||||
_PropertyTypeLabelFocused.normal.textColor = new Color(.2f, .2f, .2f);
|
||||
_PropertyTypeLabelFocused.fontSize = 9;
|
||||
}
|
||||
return _PropertyTypeLabelFocused;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Rounded Box
|
||||
static GUIStyle _roundedBox;
|
||||
public static GUIStyle RoundedBox
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_roundedBox == null)
|
||||
{
|
||||
_roundedBox = new GUIStyle(EditorStyles.helpBox);
|
||||
}
|
||||
return _roundedBox;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Center White Label ("Editing Spline" label in Scene View)
|
||||
static GUIStyle _CenteredWhiteLabel;
|
||||
public static GUIStyle CenteredWhiteLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_CenteredWhiteLabel == null)
|
||||
{
|
||||
_CenteredWhiteLabel = new GUIStyle(EditorStyles.centeredGreyMiniLabel);
|
||||
_CenteredWhiteLabel.fontSize = 20;
|
||||
_CenteredWhiteLabel.normal.textColor = Color.white;
|
||||
}
|
||||
return _CenteredWhiteLabel;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Used to draw lines for separators
|
||||
static public GUIStyle _LineStyle;
|
||||
static public GUIStyle LineStyle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_LineStyle == null)
|
||||
{
|
||||
_LineStyle = new GUIStyle();
|
||||
_LineStyle.normal.background = EditorGUIUtility.whiteTexture;
|
||||
_LineStyle.stretchWidth = true;
|
||||
}
|
||||
|
||||
return _LineStyle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// HelpBox with rich text formatting support
|
||||
static GUIStyle _HelpBoxRichTextStyle;
|
||||
static public GUIStyle HelpBoxRichTextStyle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_HelpBoxRichTextStyle == null)
|
||||
{
|
||||
_HelpBoxRichTextStyle = new GUIStyle("HelpBox");
|
||||
_HelpBoxRichTextStyle.richText = true;
|
||||
}
|
||||
return _HelpBoxRichTextStyle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Material Blue Header
|
||||
static public GUIStyle _MaterialHeaderStyle;
|
||||
static public GUIStyle MaterialHeaderStyle
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_MaterialHeaderStyle == null)
|
||||
{
|
||||
_MaterialHeaderStyle = new GUIStyle(EditorStyles.label);
|
||||
_MaterialHeaderStyle.fontStyle = FontStyle.Bold;
|
||||
_MaterialHeaderStyle.fontSize = 11;
|
||||
_MaterialHeaderStyle.padding.top = 0;
|
||||
_MaterialHeaderStyle.padding.bottom = 0;
|
||||
_MaterialHeaderStyle.normal.textColor = EditorGUIUtility.isProSkin ? new Color32(75, 128, 255, 255) : new Color32(0, 50, 230, 255);
|
||||
_MaterialHeaderStyle.stretchWidth = true;
|
||||
}
|
||||
|
||||
return _MaterialHeaderStyle;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Material Header emboss effect
|
||||
static public GUIStyle _MaterialHeaderStyleHighlight;
|
||||
static public GUIStyle MaterialHeaderStyleHighlight
|
||||
{
|
||||
get
|
||||
{
|
||||
if(_MaterialHeaderStyleHighlight == null)
|
||||
{
|
||||
_MaterialHeaderStyleHighlight = new GUIStyle(MaterialHeaderStyle);
|
||||
_MaterialHeaderStyleHighlight.contentOffset = new Vector2(1, 1);
|
||||
_MaterialHeaderStyleHighlight.normal.textColor = EditorGUIUtility.isProSkin ? new Color32(255, 255, 255, 16) : new Color32(255, 255, 255, 32);
|
||||
}
|
||||
|
||||
return _MaterialHeaderStyleHighlight;
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Filled rectangle
|
||||
|
||||
static private GUIStyle _WhiteRectangleStyle;
|
||||
|
||||
static public void DrawRectangle(Rect position, Color color)
|
||||
{
|
||||
var col = GUI.color;
|
||||
GUI.color *= color;
|
||||
DrawRectangle(position);
|
||||
GUI.color = col;
|
||||
}
|
||||
static public void DrawRectangle(Rect position)
|
||||
{
|
||||
if(_WhiteRectangleStyle == null)
|
||||
{
|
||||
_WhiteRectangleStyle = new GUIStyle();
|
||||
_WhiteRectangleStyle.normal.background = EditorGUIUtility.whiteTexture;
|
||||
}
|
||||
|
||||
if(Event.current != null && Event.current.type == EventType.Repaint)
|
||||
{
|
||||
_WhiteRectangleStyle.Draw(position, false, false, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================================================================================
|
||||
// Methods
|
||||
//================================================================================================================================
|
||||
|
||||
static public void DrawLine(float height = 2f)
|
||||
{
|
||||
DrawLine(Color.black, height);
|
||||
}
|
||||
static public void DrawLine(Color color, float height = 1f)
|
||||
{
|
||||
Rect position = GUILayoutUtility.GetRect(0f, float.MaxValue, height, height, LineStyle);
|
||||
DrawLine(position, color);
|
||||
}
|
||||
static public void DrawLine(Rect position, Color color)
|
||||
{
|
||||
if(Event.current.type == EventType.Repaint)
|
||||
{
|
||||
Color orgColor = GUI.color;
|
||||
GUI.color = orgColor * color;
|
||||
LineStyle.Draw(position, false, false, false, false);
|
||||
GUI.color = orgColor;
|
||||
}
|
||||
}
|
||||
|
||||
static public void MaterialDrawHeader(GUIContent guiContent)
|
||||
{
|
||||
var rect = GUILayoutUtility.GetRect(guiContent, MaterialHeaderStyle);
|
||||
GUI.Label(rect, guiContent, MaterialHeaderStyleHighlight);
|
||||
GUI.Label(rect, guiContent, MaterialHeaderStyle);
|
||||
}
|
||||
|
||||
static public void MaterialDrawSeparator()
|
||||
{
|
||||
GUILayout.Space(4);
|
||||
if(EditorGUIUtility.isProSkin)
|
||||
DrawLine(new Color(.3f, .3f, .3f, 1f), 1);
|
||||
else
|
||||
DrawLine(new Color(.6f, .6f, .6f, 1f), 1);
|
||||
GUILayout.Space(4);
|
||||
}
|
||||
|
||||
static public void MaterialDrawSeparatorDouble()
|
||||
{
|
||||
GUILayout.Space(6);
|
||||
if(EditorGUIUtility.isProSkin)
|
||||
{
|
||||
DrawLine(new Color(.1f, .1f, .1f, 1f), 1);
|
||||
DrawLine(new Color(.4f, .4f, .4f, 1f), 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawLine(new Color(.3f, .3f, .3f, 1f), 1);
|
||||
DrawLine(new Color(.9f, .9f, .9f, 1f), 1);
|
||||
}
|
||||
GUILayout.Space(6);
|
||||
}
|
||||
|
||||
//built-in console icons, also used in help box
|
||||
static Texture2D warnIcon;
|
||||
static Texture2D infoIcon;
|
||||
static Texture2D errorIcon;
|
||||
|
||||
static public void HelpBoxRichText(Rect position, string message, MessageType msgType)
|
||||
{
|
||||
Texture2D icon = null;
|
||||
switch(msgType)
|
||||
{
|
||||
case MessageType.Warning: icon = warnIcon ?? (warnIcon = EditorGUIUtility.Load("console.warnicon") as Texture2D); break;
|
||||
case MessageType.Info: icon = infoIcon ?? (infoIcon = EditorGUIUtility.Load("console.infoicon") as Texture2D); break;
|
||||
case MessageType.Error: icon = errorIcon ?? (errorIcon = EditorGUIUtility.Load("console.erroricon") as Texture2D); break;
|
||||
}
|
||||
EditorGUI.LabelField(position, GUIContent.none, new GUIContent(message, icon), HelpBoxRichTextStyle);
|
||||
}
|
||||
|
||||
static public void HelpBoxRichText(string message, MessageType msgType)
|
||||
{
|
||||
Texture2D icon = null;
|
||||
switch(msgType)
|
||||
{
|
||||
case MessageType.Warning: icon = warnIcon ?? (warnIcon = EditorGUIUtility.Load("console.warnicon") as Texture2D); break;
|
||||
case MessageType.Info: icon = infoIcon ?? (infoIcon = EditorGUIUtility.Load("console.infoicon") as Texture2D); break;
|
||||
case MessageType.Error: icon = errorIcon ?? (errorIcon = EditorGUIUtility.Load("console.erroricon") as Texture2D); break;
|
||||
}
|
||||
EditorGUILayout.LabelField(GUIContent.none, new GUIContent(message, icon), HelpBoxRichTextStyle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,287 +1,287 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public partial class CFXR_Effect : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class CameraShake
|
||||
{
|
||||
public enum ShakeSpace
|
||||
{
|
||||
Screen,
|
||||
World
|
||||
}
|
||||
|
||||
static public bool editorPreview = true;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
public bool enabled = false;
|
||||
[Space]
|
||||
public bool useMainCamera = true;
|
||||
public List<Camera> cameras = new List<Camera>();
|
||||
[Space]
|
||||
public float delay = 0.0f;
|
||||
public float duration = 1.0f;
|
||||
public ShakeSpace shakeSpace = ShakeSpace.Screen;
|
||||
public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f);
|
||||
public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0);
|
||||
[Space]
|
||||
[Range(0, 0.1f)] public float shakesDelay = 0;
|
||||
|
||||
[System.NonSerialized] public bool isShaking;
|
||||
Dictionary<Camera, Vector3> camerasPreRenderPosition = new Dictionary<Camera, Vector3>();
|
||||
Vector3 shakeVector;
|
||||
float delaysTimer;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// STATIC
|
||||
// Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender,
|
||||
// and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent
|
||||
// screen shake to be active)
|
||||
|
||||
static bool s_CallbackRegistered;
|
||||
static List<CameraShake> s_CameraShakes = new List<CameraShake>();
|
||||
|
||||
#if UNITY_2019_1_OR_NEWER
|
||||
static void OnPreRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
|
||||
{
|
||||
OnPreRenderCamera_Static(cam);
|
||||
}
|
||||
static void OnPostRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
|
||||
{
|
||||
OnPostRenderCamera_Static(cam);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void OnPreRenderCamera_Static(Camera cam)
|
||||
{
|
||||
int count = s_CameraShakes.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var ss = s_CameraShakes[i];
|
||||
ss.onPreRenderCamera(cam);
|
||||
}
|
||||
}
|
||||
|
||||
static void OnPostRenderCamera_Static(Camera cam)
|
||||
{
|
||||
int count = s_CameraShakes.Count;
|
||||
for (int i = count-1; i >= 0; i--)
|
||||
{
|
||||
var ss = s_CameraShakes[i];
|
||||
ss.onPostRenderCamera(cam);
|
||||
}
|
||||
}
|
||||
|
||||
static void RegisterStaticCallback(CameraShake cameraShake)
|
||||
{
|
||||
s_CameraShakes.Add(cameraShake);
|
||||
|
||||
if (!s_CallbackRegistered)
|
||||
{
|
||||
#if UNITY_2019_1_OR_NEWER
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
if (GraphicsSettings.currentRenderPipeline == null)
|
||||
#else
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
#endif
|
||||
{
|
||||
// Built-in Render Pipeline
|
||||
Camera.onPreRender += OnPreRenderCamera_Static;
|
||||
Camera.onPostRender += OnPostRenderCamera_Static;
|
||||
}
|
||||
else
|
||||
{
|
||||
// URP
|
||||
RenderPipelineManager.beginCameraRendering += OnPreRenderCamera_Static_URP;
|
||||
RenderPipelineManager.endCameraRendering += OnPostRenderCamera_Static_URP;
|
||||
}
|
||||
#else
|
||||
Camera.onPreRender += OnPreRenderCamera_Static;
|
||||
Camera.onPostRender += OnPostRenderCamera_Static;
|
||||
#endif
|
||||
|
||||
s_CallbackRegistered = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void UnregisterStaticCallback(CameraShake cameraShake)
|
||||
{
|
||||
s_CameraShakes.Remove(cameraShake);
|
||||
|
||||
if (s_CallbackRegistered && s_CameraShakes.Count == 0)
|
||||
{
|
||||
#if UNITY_2019_1_OR_NEWER
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
if (GraphicsSettings.currentRenderPipeline == null)
|
||||
#else
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
#endif
|
||||
{
|
||||
// Built-in Render Pipeline
|
||||
Camera.onPreRender -= OnPreRenderCamera_Static;
|
||||
Camera.onPostRender -= OnPostRenderCamera_Static;
|
||||
}
|
||||
else
|
||||
{
|
||||
// URP
|
||||
RenderPipelineManager.beginCameraRendering -= OnPreRenderCamera_Static_URP;
|
||||
RenderPipelineManager.endCameraRendering -= OnPostRenderCamera_Static_URP;
|
||||
}
|
||||
#else
|
||||
Camera.onPreRender -= OnPreRenderCamera_Static;
|
||||
Camera.onPostRender -= OnPostRenderCamera_Static;
|
||||
#endif
|
||||
|
||||
s_CallbackRegistered = false;
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
void onPreRenderCamera(Camera cam)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
//add scene view camera if necessary
|
||||
if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
camerasPreRenderPosition.Add(cam, cam.transform.localPosition);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (isShaking && camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
camerasPreRenderPosition[cam] = cam.transform.localPosition;
|
||||
|
||||
if (Time.timeScale <= 0) return;
|
||||
|
||||
switch (shakeSpace)
|
||||
{
|
||||
case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break;
|
||||
case ShakeSpace.World: cam.transform.localPosition += shakeVector; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void onPostRenderCamera(Camera cam)
|
||||
{
|
||||
if (camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
cam.transform.localPosition = camerasPreRenderPosition[cam];
|
||||
}
|
||||
}
|
||||
|
||||
public void fetchCameras()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
foreach (var cam in cameras)
|
||||
{
|
||||
if (cam == null) continue;
|
||||
|
||||
camerasPreRenderPosition.Remove(cam);
|
||||
}
|
||||
|
||||
cameras.Clear();
|
||||
|
||||
if (useMainCamera && Camera.main != null)
|
||||
{
|
||||
cameras.Add(Camera.main);
|
||||
}
|
||||
|
||||
foreach (var cam in cameras)
|
||||
{
|
||||
if (cam == null) continue;
|
||||
|
||||
if (!camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
camerasPreRenderPosition.Add(cam, Vector3.zero);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void StartShake()
|
||||
{
|
||||
if (isShaking)
|
||||
{
|
||||
StopShake();
|
||||
}
|
||||
|
||||
isShaking = true;
|
||||
RegisterStaticCallback(this);
|
||||
}
|
||||
|
||||
public void StopShake()
|
||||
{
|
||||
isShaking = false;
|
||||
shakeVector = Vector3.zero;
|
||||
UnregisterStaticCallback(this);
|
||||
}
|
||||
|
||||
public void animate(float time)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!editorPreview && !EditorApplication.isPlaying)
|
||||
{
|
||||
shakeVector = Vector3.zero;
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
float totalDuration = duration + delay;
|
||||
if (time < totalDuration)
|
||||
{
|
||||
if (time < delay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isShaking)
|
||||
{
|
||||
this.StartShake();
|
||||
}
|
||||
|
||||
// duration of the camera shake
|
||||
float delta = Mathf.Clamp01(time/totalDuration);
|
||||
|
||||
// delay between each camera move
|
||||
if (shakesDelay > 0)
|
||||
{
|
||||
delaysTimer += Time.deltaTime;
|
||||
if (delaysTimer < shakesDelay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
while (delaysTimer >= shakesDelay)
|
||||
{
|
||||
delaysTimer -= shakesDelay;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var randomVec = new Vector3(Random.value, Random.value, Random.value);
|
||||
var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1);
|
||||
shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER;
|
||||
}
|
||||
else if (isShaking)
|
||||
{
|
||||
StopShake();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public partial class CFXR_Effect : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class CameraShake
|
||||
{
|
||||
public enum ShakeSpace
|
||||
{
|
||||
Screen,
|
||||
World
|
||||
}
|
||||
|
||||
static public bool editorPreview = true;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
public bool enabled = false;
|
||||
[Space]
|
||||
public bool useMainCamera = true;
|
||||
public List<Camera> cameras = new List<Camera>();
|
||||
[Space]
|
||||
public float delay = 0.0f;
|
||||
public float duration = 1.0f;
|
||||
public ShakeSpace shakeSpace = ShakeSpace.Screen;
|
||||
public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f);
|
||||
public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0);
|
||||
[Space]
|
||||
[Range(0, 0.1f)] public float shakesDelay = 0;
|
||||
|
||||
[System.NonSerialized] public bool isShaking;
|
||||
Dictionary<Camera, Vector3> camerasPreRenderPosition = new Dictionary<Camera, Vector3>();
|
||||
Vector3 shakeVector;
|
||||
float delaysTimer;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// STATIC
|
||||
// Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender,
|
||||
// and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent
|
||||
// screen shake to be active)
|
||||
|
||||
static bool s_CallbackRegistered;
|
||||
static List<CameraShake> s_CameraShakes = new List<CameraShake>();
|
||||
|
||||
#if UNITY_2019_1_OR_NEWER
|
||||
static void OnPreRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
|
||||
{
|
||||
OnPreRenderCamera_Static(cam);
|
||||
}
|
||||
static void OnPostRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
|
||||
{
|
||||
OnPostRenderCamera_Static(cam);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void OnPreRenderCamera_Static(Camera cam)
|
||||
{
|
||||
int count = s_CameraShakes.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var ss = s_CameraShakes[i];
|
||||
ss.onPreRenderCamera(cam);
|
||||
}
|
||||
}
|
||||
|
||||
static void OnPostRenderCamera_Static(Camera cam)
|
||||
{
|
||||
int count = s_CameraShakes.Count;
|
||||
for (int i = count-1; i >= 0; i--)
|
||||
{
|
||||
var ss = s_CameraShakes[i];
|
||||
ss.onPostRenderCamera(cam);
|
||||
}
|
||||
}
|
||||
|
||||
static void RegisterStaticCallback(CameraShake cameraShake)
|
||||
{
|
||||
s_CameraShakes.Add(cameraShake);
|
||||
|
||||
if (!s_CallbackRegistered)
|
||||
{
|
||||
#if UNITY_2019_1_OR_NEWER
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
if (GraphicsSettings.currentRenderPipeline == null)
|
||||
#else
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
#endif
|
||||
{
|
||||
// Built-in Render Pipeline
|
||||
Camera.onPreRender += OnPreRenderCamera_Static;
|
||||
Camera.onPostRender += OnPostRenderCamera_Static;
|
||||
}
|
||||
else
|
||||
{
|
||||
// URP
|
||||
RenderPipelineManager.beginCameraRendering += OnPreRenderCamera_Static_URP;
|
||||
RenderPipelineManager.endCameraRendering += OnPostRenderCamera_Static_URP;
|
||||
}
|
||||
#else
|
||||
Camera.onPreRender += OnPreRenderCamera_Static;
|
||||
Camera.onPostRender += OnPostRenderCamera_Static;
|
||||
#endif
|
||||
|
||||
s_CallbackRegistered = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void UnregisterStaticCallback(CameraShake cameraShake)
|
||||
{
|
||||
s_CameraShakes.Remove(cameraShake);
|
||||
|
||||
if (s_CallbackRegistered && s_CameraShakes.Count == 0)
|
||||
{
|
||||
#if UNITY_2019_1_OR_NEWER
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
if (GraphicsSettings.currentRenderPipeline == null)
|
||||
#else
|
||||
if (GraphicsSettings.renderPipelineAsset == null)
|
||||
#endif
|
||||
{
|
||||
// Built-in Render Pipeline
|
||||
Camera.onPreRender -= OnPreRenderCamera_Static;
|
||||
Camera.onPostRender -= OnPostRenderCamera_Static;
|
||||
}
|
||||
else
|
||||
{
|
||||
// URP
|
||||
RenderPipelineManager.beginCameraRendering -= OnPreRenderCamera_Static_URP;
|
||||
RenderPipelineManager.endCameraRendering -= OnPostRenderCamera_Static_URP;
|
||||
}
|
||||
#else
|
||||
Camera.onPreRender -= OnPreRenderCamera_Static;
|
||||
Camera.onPostRender -= OnPostRenderCamera_Static;
|
||||
#endif
|
||||
|
||||
s_CallbackRegistered = false;
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
void onPreRenderCamera(Camera cam)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
//add scene view camera if necessary
|
||||
if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
camerasPreRenderPosition.Add(cam, cam.transform.localPosition);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (isShaking && camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
camerasPreRenderPosition[cam] = cam.transform.localPosition;
|
||||
|
||||
if (Time.timeScale <= 0) return;
|
||||
|
||||
switch (shakeSpace)
|
||||
{
|
||||
case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break;
|
||||
case ShakeSpace.World: cam.transform.localPosition += shakeVector; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void onPostRenderCamera(Camera cam)
|
||||
{
|
||||
if (camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
cam.transform.localPosition = camerasPreRenderPosition[cam];
|
||||
}
|
||||
}
|
||||
|
||||
public void fetchCameras()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
foreach (var cam in cameras)
|
||||
{
|
||||
if (cam == null) continue;
|
||||
|
||||
camerasPreRenderPosition.Remove(cam);
|
||||
}
|
||||
|
||||
cameras.Clear();
|
||||
|
||||
if (useMainCamera && Camera.main != null)
|
||||
{
|
||||
cameras.Add(Camera.main);
|
||||
}
|
||||
|
||||
foreach (var cam in cameras)
|
||||
{
|
||||
if (cam == null) continue;
|
||||
|
||||
if (!camerasPreRenderPosition.ContainsKey(cam))
|
||||
{
|
||||
camerasPreRenderPosition.Add(cam, Vector3.zero);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void StartShake()
|
||||
{
|
||||
if (isShaking)
|
||||
{
|
||||
StopShake();
|
||||
}
|
||||
|
||||
isShaking = true;
|
||||
RegisterStaticCallback(this);
|
||||
}
|
||||
|
||||
public void StopShake()
|
||||
{
|
||||
isShaking = false;
|
||||
shakeVector = Vector3.zero;
|
||||
UnregisterStaticCallback(this);
|
||||
}
|
||||
|
||||
public void animate(float time)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!editorPreview && !EditorApplication.isPlaying)
|
||||
{
|
||||
shakeVector = Vector3.zero;
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
float totalDuration = duration + delay;
|
||||
if (time < totalDuration)
|
||||
{
|
||||
if (time < delay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isShaking)
|
||||
{
|
||||
this.StartShake();
|
||||
}
|
||||
|
||||
// duration of the camera shake
|
||||
float delta = Mathf.Clamp01(time/totalDuration);
|
||||
|
||||
// delay between each camera move
|
||||
if (shakesDelay > 0)
|
||||
{
|
||||
delaysTimer += Time.deltaTime;
|
||||
if (delaysTimer < shakesDelay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
while (delaysTimer >= shakesDelay)
|
||||
{
|
||||
delaysTimer -= shakesDelay;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var randomVec = new Vector3(Random.value, Random.value, Random.value);
|
||||
var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1);
|
||||
shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER;
|
||||
}
|
||||
else if (isShaking)
|
||||
{
|
||||
StopShake();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,419 +1,419 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2022 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
[RequireComponent(typeof(ParticleSystem))]
|
||||
public class CFXR_ParticleText : MonoBehaviour
|
||||
{
|
||||
[Header("Dynamic")]
|
||||
[Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")]
|
||||
public bool isDynamic;
|
||||
|
||||
[Header("Text")]
|
||||
[SerializeField] string text;
|
||||
[SerializeField] float size = 1f;
|
||||
[SerializeField] float letterSpacing = 0.44f;
|
||||
|
||||
[Header("Colors")]
|
||||
[SerializeField] Color backgroundColor = new Color(0, 0, 0, 1);
|
||||
[SerializeField] Color color1 = new Color(1, 1, 1, 1);
|
||||
[SerializeField] Color color2 = new Color(0, 0, 1, 1);
|
||||
|
||||
[Header("Delay")]
|
||||
[SerializeField] float delay = 0.05f;
|
||||
[SerializeField] bool cumulativeDelay = false;
|
||||
[Range(0f, 2f)] [SerializeField] float compensateLifetime = 0;
|
||||
|
||||
[Header("Misc")]
|
||||
[SerializeField] float lifetimeMultiplier = 1f;
|
||||
[Range(-90f, 90f)] [SerializeField] float rotation = -5f;
|
||||
[SerializeField] float sortingFudgeOffset = 0.1f;
|
||||
#pragma warning disable 0649
|
||||
[SerializeField] CFXR_ParticleTextFontAsset font;
|
||||
#pragma warning restore 0649
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[HideInInspector] [SerializeField] bool autoUpdateEditor = true;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (text == null || font == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// parse text to only allow valid characters
|
||||
List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
|
||||
allowed.Add(' ');
|
||||
|
||||
char[] chars;
|
||||
switch (font.letterCase)
|
||||
{
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break;
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break;
|
||||
default:
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break;
|
||||
}
|
||||
|
||||
string newText = "";
|
||||
foreach (var c in chars)
|
||||
{
|
||||
if (allowed.Contains(c))
|
||||
{
|
||||
newText += c;
|
||||
}
|
||||
}
|
||||
|
||||
text = newText;
|
||||
|
||||
// prevent negative or 0 size
|
||||
size = Mathf.Max(0.001f, size);
|
||||
|
||||
// delay so that we are allowed to destroy GameObjects
|
||||
if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
EditorApplication.delayCall += () => { UpdateText(null); };
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (!isDynamic)
|
||||
{
|
||||
Destroy(this);
|
||||
return;
|
||||
}
|
||||
|
||||
InitializeFirstParticle();
|
||||
}
|
||||
|
||||
float baseLifetime;
|
||||
float baseScaleX;
|
||||
float baseScaleY;
|
||||
float baseScaleZ;
|
||||
Vector3 basePivot;
|
||||
|
||||
void InitializeFirstParticle()
|
||||
{
|
||||
if (isDynamic && this.transform.childCount == 0)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
|
||||
}
|
||||
|
||||
var ps = isDynamic ? this.transform.GetChild(0).GetComponent<ParticleSystem>() : this.GetComponent<ParticleSystem>();
|
||||
var main = ps.main;
|
||||
baseLifetime = main.startLifetime.constant;
|
||||
baseScaleX = main.startSizeXMultiplier;
|
||||
baseScaleY = main.startSizeYMultiplier;
|
||||
baseScaleZ = main.startSizeZMultiplier;
|
||||
basePivot = ps.GetComponent<ParticleSystemRenderer>().pivot;
|
||||
if (isDynamic)
|
||||
{
|
||||
basePivot.x = 0; // make sure to not offset the text horizontally
|
||||
ps.gameObject.SetActive(false); // ensure first child is inactive
|
||||
ps.gameObject.name = "MODEL";
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateText(
|
||||
string newText = null,
|
||||
float? newSize = null,
|
||||
Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null,
|
||||
float? newLifetimeMultiplier = null
|
||||
)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects
|
||||
if (this == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this);
|
||||
var prefabAssetType = PrefabUtility.GetPrefabAssetType(this);
|
||||
if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
InitializeFirstParticle();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (Application.isPlaying && !isDynamic)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic.");
|
||||
}
|
||||
|
||||
if (newText != null)
|
||||
{
|
||||
switch (font.letterCase)
|
||||
{
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Lower:
|
||||
newText = newText.ToLowerInvariant();
|
||||
break;
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Upper:
|
||||
newText = newText.ToUpperInvariant();
|
||||
break;
|
||||
}
|
||||
|
||||
// Verify that new text doesn't contain invalid characters
|
||||
foreach (char c in newText)
|
||||
{
|
||||
if (char.IsWhiteSpace(c)) continue;
|
||||
if (font.CharSequence.IndexOf(c) < 0)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence);
|
||||
}
|
||||
}
|
||||
|
||||
this.text = newText;
|
||||
}
|
||||
|
||||
if (newSize != null) this.size = newSize.Value;
|
||||
if (newColor1 != null) this.color1 = newColor1.Value;
|
||||
if (newColor2 != null) this.color2 = newColor2.Value;
|
||||
if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value;
|
||||
if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value;
|
||||
|
||||
if (text == null || font == null || !font.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.transform.childCount == 0)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
|
||||
}
|
||||
|
||||
// process text and calculate total width offset
|
||||
float totalWidth = 0f;
|
||||
int charCount = 0;
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
if (char.IsWhiteSpace(text[i]))
|
||||
{
|
||||
if (i > 0)
|
||||
{
|
||||
totalWidth += letterSpacing * size;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
charCount++;
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
int index = font.CharSequence.IndexOf(text[i]);
|
||||
var sprite = font.CharSprites[index];
|
||||
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
|
||||
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// delete all children in editor, to make sure we refresh the particle systems based on the first one
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
int length = this.transform.childCount;
|
||||
int overflow = 0;
|
||||
while (this.transform.childCount > 1)
|
||||
{
|
||||
Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
|
||||
overflow++;
|
||||
if (overflow > 1000)
|
||||
{
|
||||
// just in case...
|
||||
Debug.LogError("Overflow!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (charCount > 0)
|
||||
{
|
||||
// calculate needed instances
|
||||
int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated
|
||||
if (childCount < charCount)
|
||||
{
|
||||
// instantiate new letter GameObjects if needed
|
||||
GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null;
|
||||
for (int i = childCount; i < charCount; i++)
|
||||
{
|
||||
var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject();
|
||||
if (!isDynamic)
|
||||
{
|
||||
newLetter.transform.SetParent(this.transform);
|
||||
newLetter.AddComponent<ParticleSystem>();
|
||||
}
|
||||
|
||||
newLetter.transform.localPosition = Vector3.zero;
|
||||
newLetter.transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
}
|
||||
|
||||
// update each letter
|
||||
float offset = totalWidth / 2f;
|
||||
totalWidth = 0f;
|
||||
int currentChild = isDynamic ? 0 : -1;
|
||||
|
||||
// when not dynamic, we use CopySerialized to propagate the settings to the instances
|
||||
var sourceParticle = isDynamic ? null : this.GetComponent<ParticleSystem>();
|
||||
var sourceParticleRenderer = this.GetComponent<ParticleSystemRenderer>();
|
||||
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
var letter = text[i];
|
||||
if (char.IsWhiteSpace(letter))
|
||||
{
|
||||
totalWidth += letterSpacing * size;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentChild++;
|
||||
int index = font.CharSequence.IndexOf(text[i]);
|
||||
var sprite = font.CharSprites[index];
|
||||
|
||||
// calculate char particle size ratio
|
||||
var ratio = size * sprite.rect.width / 50f;
|
||||
|
||||
// calculate char position
|
||||
totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
|
||||
var position = (totalWidth - offset) / ratio;
|
||||
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
|
||||
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
|
||||
|
||||
// update particle system for this letter
|
||||
var letterObj = this.transform.GetChild(currentChild).gameObject;
|
||||
letterObj.name = letter.ToString();
|
||||
var ps = letterObj.GetComponent<ParticleSystem>();
|
||||
#if UNITY_EDITOR
|
||||
if (!isDynamic)
|
||||
{
|
||||
EditorUtility.CopySerialized(sourceParticle, ps);
|
||||
ps.gameObject.SetActive(true);
|
||||
}
|
||||
#endif
|
||||
|
||||
var mainModule = ps.main;
|
||||
mainModule.startSizeXMultiplier = baseScaleX * ratio;
|
||||
mainModule.startSizeYMultiplier = baseScaleY * ratio;
|
||||
mainModule.startSizeZMultiplier = baseScaleZ * ratio;
|
||||
|
||||
ps.textureSheetAnimation.SetSprite(0, sprite);
|
||||
|
||||
mainModule.startRotation = Mathf.Deg2Rad * rotation;
|
||||
mainModule.startColor = backgroundColor;
|
||||
|
||||
var customData = ps.customData;
|
||||
customData.enabled = true;
|
||||
customData.SetColor(ParticleSystemCustomData.Custom1, color1);
|
||||
customData.SetColor(ParticleSystemCustomData.Custom2, color2);
|
||||
|
||||
if (cumulativeDelay)
|
||||
{
|
||||
mainModule.startDelay = delay * i;
|
||||
mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier);
|
||||
}
|
||||
else
|
||||
{
|
||||
mainModule.startDelay = delay;
|
||||
}
|
||||
|
||||
mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
|
||||
|
||||
// particle system renderer parameters
|
||||
var particleRenderer = ps.GetComponent<ParticleSystemRenderer>();
|
||||
#if UNITY_EDITOR
|
||||
if (!isDynamic)
|
||||
{
|
||||
EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer);
|
||||
}
|
||||
#endif
|
||||
|
||||
particleRenderer.enabled = true;
|
||||
particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
|
||||
particleRenderer.sortingFudge += i * sortingFudgeOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// set active state for needed letters only
|
||||
for (int i = 1, l = this.transform.childCount; i < l; i++)
|
||||
{
|
||||
this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// automatically play the effect in Editor
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
this.GetComponent<ParticleSystem>().Clear(true);
|
||||
this.GetComponent<ParticleSystem>().Play(true);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[CustomEditor(typeof(CFXR_ParticleText))]
|
||||
public class ParticleTextEditor : Editor
|
||||
{
|
||||
CFXR_ParticleText CastTarget
|
||||
{
|
||||
get { return (CFXR_ParticleText) this.target; }
|
||||
}
|
||||
|
||||
GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed.");
|
||||
GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
|
||||
if (prefab != PrefabInstanceStatus.NotAPrefab)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab\" to make it an independent Game Object.",
|
||||
MessageType.Warning);
|
||||
return;
|
||||
}
|
||||
|
||||
base.OnInspectorGUI();
|
||||
|
||||
serializedObject.Update();
|
||||
SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor");
|
||||
|
||||
GUILayout.Space(8);
|
||||
GUILayout.BeginHorizontal();
|
||||
{
|
||||
GUILayout.FlexibleSpace();
|
||||
autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30));
|
||||
if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30)))
|
||||
{
|
||||
CastTarget.UpdateText(null);
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (GUI.changed)
|
||||
{
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2022 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
[RequireComponent(typeof(ParticleSystem))]
|
||||
public class CFXR_ParticleText : MonoBehaviour
|
||||
{
|
||||
[Header("Dynamic")]
|
||||
[Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")]
|
||||
public bool isDynamic;
|
||||
|
||||
[Header("Text")]
|
||||
[SerializeField] string text;
|
||||
[SerializeField] float size = 1f;
|
||||
[SerializeField] float letterSpacing = 0.44f;
|
||||
|
||||
[Header("Colors")]
|
||||
[SerializeField] Color backgroundColor = new Color(0, 0, 0, 1);
|
||||
[SerializeField] Color color1 = new Color(1, 1, 1, 1);
|
||||
[SerializeField] Color color2 = new Color(0, 0, 1, 1);
|
||||
|
||||
[Header("Delay")]
|
||||
[SerializeField] float delay = 0.05f;
|
||||
[SerializeField] bool cumulativeDelay = false;
|
||||
[Range(0f, 2f)] [SerializeField] float compensateLifetime = 0;
|
||||
|
||||
[Header("Misc")]
|
||||
[SerializeField] float lifetimeMultiplier = 1f;
|
||||
[Range(-90f, 90f)] [SerializeField] float rotation = -5f;
|
||||
[SerializeField] float sortingFudgeOffset = 0.1f;
|
||||
#pragma warning disable 0649
|
||||
[SerializeField] CFXR_ParticleTextFontAsset font;
|
||||
#pragma warning restore 0649
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[HideInInspector] [SerializeField] bool autoUpdateEditor = true;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (text == null || font == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// parse text to only allow valid characters
|
||||
List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
|
||||
allowed.Add(' ');
|
||||
|
||||
char[] chars;
|
||||
switch (font.letterCase)
|
||||
{
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break;
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break;
|
||||
default:
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break;
|
||||
}
|
||||
|
||||
string newText = "";
|
||||
foreach (var c in chars)
|
||||
{
|
||||
if (allowed.Contains(c))
|
||||
{
|
||||
newText += c;
|
||||
}
|
||||
}
|
||||
|
||||
text = newText;
|
||||
|
||||
// prevent negative or 0 size
|
||||
size = Mathf.Max(0.001f, size);
|
||||
|
||||
// delay so that we are allowed to destroy GameObjects
|
||||
if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
EditorApplication.delayCall += () => { UpdateText(null); };
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (!isDynamic)
|
||||
{
|
||||
Destroy(this);
|
||||
return;
|
||||
}
|
||||
|
||||
InitializeFirstParticle();
|
||||
}
|
||||
|
||||
float baseLifetime;
|
||||
float baseScaleX;
|
||||
float baseScaleY;
|
||||
float baseScaleZ;
|
||||
Vector3 basePivot;
|
||||
|
||||
void InitializeFirstParticle()
|
||||
{
|
||||
if (isDynamic && this.transform.childCount == 0)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
|
||||
}
|
||||
|
||||
var ps = isDynamic ? this.transform.GetChild(0).GetComponent<ParticleSystem>() : this.GetComponent<ParticleSystem>();
|
||||
var main = ps.main;
|
||||
baseLifetime = main.startLifetime.constant;
|
||||
baseScaleX = main.startSizeXMultiplier;
|
||||
baseScaleY = main.startSizeYMultiplier;
|
||||
baseScaleZ = main.startSizeZMultiplier;
|
||||
basePivot = ps.GetComponent<ParticleSystemRenderer>().pivot;
|
||||
if (isDynamic)
|
||||
{
|
||||
basePivot.x = 0; // make sure to not offset the text horizontally
|
||||
ps.gameObject.SetActive(false); // ensure first child is inactive
|
||||
ps.gameObject.name = "MODEL";
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateText(
|
||||
string newText = null,
|
||||
float? newSize = null,
|
||||
Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null,
|
||||
float? newLifetimeMultiplier = null
|
||||
)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects
|
||||
if (this == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this);
|
||||
var prefabAssetType = PrefabUtility.GetPrefabAssetType(this);
|
||||
if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
InitializeFirstParticle();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (Application.isPlaying && !isDynamic)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic.");
|
||||
}
|
||||
|
||||
if (newText != null)
|
||||
{
|
||||
switch (font.letterCase)
|
||||
{
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Lower:
|
||||
newText = newText.ToLowerInvariant();
|
||||
break;
|
||||
case CFXR_ParticleTextFontAsset.LetterCase.Upper:
|
||||
newText = newText.ToUpperInvariant();
|
||||
break;
|
||||
}
|
||||
|
||||
// Verify that new text doesn't contain invalid characters
|
||||
foreach (char c in newText)
|
||||
{
|
||||
if (char.IsWhiteSpace(c)) continue;
|
||||
if (font.CharSequence.IndexOf(c) < 0)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence);
|
||||
}
|
||||
}
|
||||
|
||||
this.text = newText;
|
||||
}
|
||||
|
||||
if (newSize != null) this.size = newSize.Value;
|
||||
if (newColor1 != null) this.color1 = newColor1.Value;
|
||||
if (newColor2 != null) this.color2 = newColor2.Value;
|
||||
if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value;
|
||||
if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value;
|
||||
|
||||
if (text == null || font == null || !font.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.transform.childCount == 0)
|
||||
{
|
||||
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
|
||||
}
|
||||
|
||||
// process text and calculate total width offset
|
||||
float totalWidth = 0f;
|
||||
int charCount = 0;
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
if (char.IsWhiteSpace(text[i]))
|
||||
{
|
||||
if (i > 0)
|
||||
{
|
||||
totalWidth += letterSpacing * size;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
charCount++;
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
int index = font.CharSequence.IndexOf(text[i]);
|
||||
var sprite = font.CharSprites[index];
|
||||
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
|
||||
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// delete all children in editor, to make sure we refresh the particle systems based on the first one
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
int length = this.transform.childCount;
|
||||
int overflow = 0;
|
||||
while (this.transform.childCount > 1)
|
||||
{
|
||||
Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
|
||||
overflow++;
|
||||
if (overflow > 1000)
|
||||
{
|
||||
// just in case...
|
||||
Debug.LogError("Overflow!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (charCount > 0)
|
||||
{
|
||||
// calculate needed instances
|
||||
int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated
|
||||
if (childCount < charCount)
|
||||
{
|
||||
// instantiate new letter GameObjects if needed
|
||||
GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null;
|
||||
for (int i = childCount; i < charCount; i++)
|
||||
{
|
||||
var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject();
|
||||
if (!isDynamic)
|
||||
{
|
||||
newLetter.transform.SetParent(this.transform);
|
||||
newLetter.AddComponent<ParticleSystem>();
|
||||
}
|
||||
|
||||
newLetter.transform.localPosition = Vector3.zero;
|
||||
newLetter.transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
}
|
||||
|
||||
// update each letter
|
||||
float offset = totalWidth / 2f;
|
||||
totalWidth = 0f;
|
||||
int currentChild = isDynamic ? 0 : -1;
|
||||
|
||||
// when not dynamic, we use CopySerialized to propagate the settings to the instances
|
||||
var sourceParticle = isDynamic ? null : this.GetComponent<ParticleSystem>();
|
||||
var sourceParticleRenderer = this.GetComponent<ParticleSystemRenderer>();
|
||||
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
var letter = text[i];
|
||||
if (char.IsWhiteSpace(letter))
|
||||
{
|
||||
totalWidth += letterSpacing * size;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentChild++;
|
||||
int index = font.CharSequence.IndexOf(text[i]);
|
||||
var sprite = font.CharSprites[index];
|
||||
|
||||
// calculate char particle size ratio
|
||||
var ratio = size * sprite.rect.width / 50f;
|
||||
|
||||
// calculate char position
|
||||
totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
|
||||
var position = (totalWidth - offset) / ratio;
|
||||
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
|
||||
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
|
||||
|
||||
// update particle system for this letter
|
||||
var letterObj = this.transform.GetChild(currentChild).gameObject;
|
||||
letterObj.name = letter.ToString();
|
||||
var ps = letterObj.GetComponent<ParticleSystem>();
|
||||
#if UNITY_EDITOR
|
||||
if (!isDynamic)
|
||||
{
|
||||
EditorUtility.CopySerialized(sourceParticle, ps);
|
||||
ps.gameObject.SetActive(true);
|
||||
}
|
||||
#endif
|
||||
|
||||
var mainModule = ps.main;
|
||||
mainModule.startSizeXMultiplier = baseScaleX * ratio;
|
||||
mainModule.startSizeYMultiplier = baseScaleY * ratio;
|
||||
mainModule.startSizeZMultiplier = baseScaleZ * ratio;
|
||||
|
||||
ps.textureSheetAnimation.SetSprite(0, sprite);
|
||||
|
||||
mainModule.startRotation = Mathf.Deg2Rad * rotation;
|
||||
mainModule.startColor = backgroundColor;
|
||||
|
||||
var customData = ps.customData;
|
||||
customData.enabled = true;
|
||||
customData.SetColor(ParticleSystemCustomData.Custom1, color1);
|
||||
customData.SetColor(ParticleSystemCustomData.Custom2, color2);
|
||||
|
||||
if (cumulativeDelay)
|
||||
{
|
||||
mainModule.startDelay = delay * i;
|
||||
mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier);
|
||||
}
|
||||
else
|
||||
{
|
||||
mainModule.startDelay = delay;
|
||||
}
|
||||
|
||||
mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
|
||||
|
||||
// particle system renderer parameters
|
||||
var particleRenderer = ps.GetComponent<ParticleSystemRenderer>();
|
||||
#if UNITY_EDITOR
|
||||
if (!isDynamic)
|
||||
{
|
||||
EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer);
|
||||
}
|
||||
#endif
|
||||
|
||||
particleRenderer.enabled = true;
|
||||
particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
|
||||
particleRenderer.sortingFudge += i * sortingFudgeOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// set active state for needed letters only
|
||||
for (int i = 1, l = this.transform.childCount; i < l; i++)
|
||||
{
|
||||
this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// automatically play the effect in Editor
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
this.GetComponent<ParticleSystem>().Clear(true);
|
||||
this.GetComponent<ParticleSystem>().Play(true);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[CustomEditor(typeof(CFXR_ParticleText))]
|
||||
public class ParticleTextEditor : Editor
|
||||
{
|
||||
CFXR_ParticleText CastTarget
|
||||
{
|
||||
get { return (CFXR_ParticleText) this.target; }
|
||||
}
|
||||
|
||||
GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed.");
|
||||
GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
|
||||
if (prefab != PrefabInstanceStatus.NotAPrefab)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab\" to make it an independent Game Object.",
|
||||
MessageType.Warning);
|
||||
return;
|
||||
}
|
||||
|
||||
base.OnInspectorGUI();
|
||||
|
||||
serializedObject.Update();
|
||||
SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor");
|
||||
|
||||
GUILayout.Space(8);
|
||||
GUILayout.BeginHorizontal();
|
||||
{
|
||||
GUILayout.FlexibleSpace();
|
||||
autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30));
|
||||
if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30)))
|
||||
{
|
||||
CastTarget.UpdateText(null);
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (GUI.changed)
|
||||
{
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -1,128 +1,128 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public class CFXR_ParticleTextFontAsset : ScriptableObject
|
||||
{
|
||||
public enum LetterCase
|
||||
{
|
||||
Both,
|
||||
Upper,
|
||||
Lower
|
||||
}
|
||||
|
||||
public string CharSequence = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!?-.#@$ ";
|
||||
public LetterCase letterCase = LetterCase.Upper;
|
||||
public Sprite[] CharSprites;
|
||||
public Kerning[] CharKerningOffsets;
|
||||
|
||||
[System.Serializable]
|
||||
public class Kerning
|
||||
{
|
||||
public string name = "A";
|
||||
public float pre = 0f;
|
||||
public float post = 0f;
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
this.hideFlags = HideFlags.None;
|
||||
|
||||
if (CharKerningOffsets == null || CharKerningOffsets.Length != CharSequence.Length)
|
||||
{
|
||||
CharKerningOffsets = new Kerning[CharSequence.Length];
|
||||
for (int i = 0; i < CharKerningOffsets.Length; i++)
|
||||
{
|
||||
CharKerningOffsets[i] = new Kerning() { name = CharSequence[i].ToString() };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsValid()
|
||||
{
|
||||
bool valid = !string.IsNullOrEmpty(CharSequence) && CharSprites != null && CharSprites.Length == CharSequence.Length && CharKerningOffsets != null && CharKerningOffsets.Length == CharSprites.Length;
|
||||
|
||||
if (!valid)
|
||||
{
|
||||
Debug.LogError(string.Format("Invalid ParticleTextFontAsset: '{0}'\n", this.name), this);
|
||||
}
|
||||
|
||||
return valid;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// [MenuItem("Tools/Create font asset")]
|
||||
static void CreateFontAsset()
|
||||
{
|
||||
var instance = CreateInstance<CFXR_ParticleTextFontAsset>();
|
||||
AssetDatabase.CreateAsset(instance, "Assets/Font.asset");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[CustomEditor(typeof(CFXR_ParticleTextFontAsset))]
|
||||
public class ParticleTextFontAssetEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Export Kerning"))
|
||||
{
|
||||
var ptfa = this.target as CFXR_ParticleTextFontAsset;
|
||||
var path = EditorUtility.SaveFilePanel("Export Kerning Settings", Application.dataPath, ptfa.name + " kerning", ".txt");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
string output = "";
|
||||
foreach (var k in ptfa.CharKerningOffsets)
|
||||
{
|
||||
output += k.name + "\t" + k.pre + "\t" + k.post + "\n";
|
||||
}
|
||||
System.IO.File.WriteAllText(path, output);
|
||||
}
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Import Kerning"))
|
||||
{
|
||||
var path = EditorUtility.OpenFilePanel("Import Kerning Settings", Application.dataPath, "txt");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
var text = System.IO.File.ReadAllText(path);
|
||||
var split = text.Split(new string[] { "\n" }, System.StringSplitOptions.RemoveEmptyEntries);
|
||||
var ptfa = this.target as CFXR_ParticleTextFontAsset;
|
||||
Undo.RecordObject(ptfa, "Import Kerning Settings");
|
||||
List<CFXR_ParticleTextFontAsset.Kerning> kerningList = new List<CFXR_ParticleTextFontAsset.Kerning>(ptfa.CharKerningOffsets);
|
||||
for (int i = 0; i < split.Length; i++)
|
||||
{
|
||||
var data = split[i].Split('\t');
|
||||
|
||||
foreach (var cko in kerningList)
|
||||
{
|
||||
if (cko.name == data[0])
|
||||
{
|
||||
cko.pre = float.Parse(data[1]);
|
||||
cko.post = float.Parse(data[2]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
ptfa.CharKerningOffsets = kerningList.ToArray();
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public class CFXR_ParticleTextFontAsset : ScriptableObject
|
||||
{
|
||||
public enum LetterCase
|
||||
{
|
||||
Both,
|
||||
Upper,
|
||||
Lower
|
||||
}
|
||||
|
||||
public string CharSequence = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!?-.#@$ ";
|
||||
public LetterCase letterCase = LetterCase.Upper;
|
||||
public Sprite[] CharSprites;
|
||||
public Kerning[] CharKerningOffsets;
|
||||
|
||||
[System.Serializable]
|
||||
public class Kerning
|
||||
{
|
||||
public string name = "A";
|
||||
public float pre = 0f;
|
||||
public float post = 0f;
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
this.hideFlags = HideFlags.None;
|
||||
|
||||
if (CharKerningOffsets == null || CharKerningOffsets.Length != CharSequence.Length)
|
||||
{
|
||||
CharKerningOffsets = new Kerning[CharSequence.Length];
|
||||
for (int i = 0; i < CharKerningOffsets.Length; i++)
|
||||
{
|
||||
CharKerningOffsets[i] = new Kerning() { name = CharSequence[i].ToString() };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsValid()
|
||||
{
|
||||
bool valid = !string.IsNullOrEmpty(CharSequence) && CharSprites != null && CharSprites.Length == CharSequence.Length && CharKerningOffsets != null && CharKerningOffsets.Length == CharSprites.Length;
|
||||
|
||||
if (!valid)
|
||||
{
|
||||
Debug.LogError(string.Format("Invalid ParticleTextFontAsset: '{0}'\n", this.name), this);
|
||||
}
|
||||
|
||||
return valid;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// [MenuItem("Tools/Create font asset")]
|
||||
static void CreateFontAsset()
|
||||
{
|
||||
var instance = CreateInstance<CFXR_ParticleTextFontAsset>();
|
||||
AssetDatabase.CreateAsset(instance, "Assets/Font.asset");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[CustomEditor(typeof(CFXR_ParticleTextFontAsset))]
|
||||
public class ParticleTextFontAssetEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Export Kerning"))
|
||||
{
|
||||
var ptfa = this.target as CFXR_ParticleTextFontAsset;
|
||||
var path = EditorUtility.SaveFilePanel("Export Kerning Settings", Application.dataPath, ptfa.name + " kerning", ".txt");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
string output = "";
|
||||
foreach (var k in ptfa.CharKerningOffsets)
|
||||
{
|
||||
output += k.name + "\t" + k.pre + "\t" + k.post + "\n";
|
||||
}
|
||||
System.IO.File.WriteAllText(path, output);
|
||||
}
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Import Kerning"))
|
||||
{
|
||||
var path = EditorUtility.OpenFilePanel("Import Kerning Settings", Application.dataPath, "txt");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
var text = System.IO.File.ReadAllText(path);
|
||||
var split = text.Split(new string[] { "\n" }, System.StringSplitOptions.RemoveEmptyEntries);
|
||||
var ptfa = this.target as CFXR_ParticleTextFontAsset;
|
||||
Undo.RecordObject(ptfa, "Import Kerning Settings");
|
||||
List<CFXR_ParticleTextFontAsset.Kerning> kerningList = new List<CFXR_ParticleTextFontAsset.Kerning>(ptfa.CharKerningOffsets);
|
||||
for (int i = 0; i < split.Length; i++)
|
||||
{
|
||||
var data = split[i].Split('\t');
|
||||
|
||||
foreach (var cko in kerningList)
|
||||
{
|
||||
if (cko.name == data[0])
|
||||
{
|
||||
cko.pre = float.Parse(data[1]);
|
||||
cko.post = float.Parse(data[2]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
ptfa.CharKerningOffsets = kerningList.ToArray();
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -1,176 +1,176 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Cartoon FX/Remaster/Particle Screen Distortion"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[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
|
||||
|
||||
//# ========================================================
|
||||
//# Texture
|
||||
//#
|
||||
[NoScaleOffset] _ScreenDistortionTex ("Distortion Texture", 2D) = "bump" {}
|
||||
_ScreenDistortionScale ("Distortion Scale", Range(-0.5, 0.5)) = 0.1
|
||||
|
||||
//# ========================================================
|
||||
//# Debug
|
||||
//#
|
||||
|
||||
[Toggle(_DEBUG_VISUALIZE_DISTORTION)] _DebugVisualize ("Visualize Distortion Particles", Float) = 0
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
}
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One One
|
||||
ZWrite Off
|
||||
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
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#pragma shader_feature_local _ _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON
|
||||
#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
|
||||
|
||||
#define CFXR_URP
|
||||
#define CFXR_SCREEN_DISTORTION_SHADER
|
||||
#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
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#pragma shader_feature_local _ _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON
|
||||
#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
|
||||
|
||||
#define CFXR_URP
|
||||
#define DISABLE_SOFT_PARTICLES
|
||||
#define CFXR_SCREEN_DISTORTION_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
//====================================================================================================================================
|
||||
// Built-in Rendering Pipeline
|
||||
|
||||
SubShader
|
||||
{
|
||||
GrabPass
|
||||
{
|
||||
Tags { "LightMode" = "Always" }
|
||||
"_GrabTexture"
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#pragma shader_feature_local _ _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON
|
||||
#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
|
||||
|
||||
#include "UnityStandardParticleInstancing.cginc"
|
||||
|
||||
#define CFXR_SCREEN_DISTORTION_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CartoonFX.MaterialInspector"
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Cartoon FX/Remaster/Particle Screen Distortion"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[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
|
||||
|
||||
//# ========================================================
|
||||
//# Texture
|
||||
//#
|
||||
[NoScaleOffset] _ScreenDistortionTex ("Distortion Texture", 2D) = "bump" {}
|
||||
_ScreenDistortionScale ("Distortion Scale", Range(-0.5, 0.5)) = 0.1
|
||||
|
||||
//# ========================================================
|
||||
//# Debug
|
||||
//#
|
||||
|
||||
[Toggle(_DEBUG_VISUALIZE_DISTORTION)] _DebugVisualize ("Visualize Distortion Particles", Float) = 0
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
}
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One One
|
||||
ZWrite Off
|
||||
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
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#pragma shader_feature_local _ _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON
|
||||
#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
|
||||
|
||||
#define CFXR_URP
|
||||
#define CFXR_SCREEN_DISTORTION_SHADER
|
||||
#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
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#pragma shader_feature_local _ _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON
|
||||
#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
|
||||
|
||||
#define CFXR_URP
|
||||
#define DISABLE_SOFT_PARTICLES
|
||||
#define CFXR_SCREEN_DISTORTION_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
//====================================================================================================================================
|
||||
// Built-in Rendering Pipeline
|
||||
|
||||
SubShader
|
||||
{
|
||||
GrabPass
|
||||
{
|
||||
Tags { "LightMode" = "Always" }
|
||||
"_GrabTexture"
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#pragma shader_feature_local _ _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON
|
||||
#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
|
||||
|
||||
#include "UnityStandardParticleInstancing.cginc"
|
||||
|
||||
#define CFXR_SCREEN_DISTORTION_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CartoonFX.MaterialInspector"
|
||||
}
|
||||
|
||||
|
||||
@@ -1,274 +1,274 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Cartoon FX/Remaster/Particle Procedural Glow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//# Blending
|
||||
//#
|
||||
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_DISSOLVE
|
||||
[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
|
||||
_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
|
||||
[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
|
||||
//# END_IF
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
//# Procedural Circle
|
||||
//#
|
||||
|
||||
[KeywordEnum(P0, P2, P4, P8)] _CFXR_GLOW_POW ("Apply Power of", Float) = 0
|
||||
_GlowMin ("Circle Min", Float) = 0
|
||||
_GlowMax ("Circle Max", Float) = 1
|
||||
//#
|
||||
_MaxValue ("Max Value", Float) = 10
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_HDR_BOOST
|
||||
_HdrMultiply ("HDR Multiplier", Float) = 2
|
||||
//# 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
|
||||
|
||||
//# ========================================================
|
||||
//# 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
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
}
|
||||
Blend [_SrcBlend] [_DstBlend], One One
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
|
||||
//====================================================================================================================================
|
||||
// Universal Rendering Pipeline
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
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 shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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_GLOW_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
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 shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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 DISABLE_SOFT_PARTICLES
|
||||
#define CFXR_GLOW_SHADER
|
||||
#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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#pragma shader_feature_local _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||
|
||||
#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_URP
|
||||
#define PASS_SHADOW_CASTER
|
||||
#define CFXR_GLOW_SHADER
|
||||
#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 shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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_GLOW_SHADER
|
||||
#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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#pragma shader_feature_local _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||
|
||||
#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_GLOW_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CartoonFX.MaterialInspector"
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Cartoon FX/Remaster/Particle Procedural Glow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//# Blending
|
||||
//#
|
||||
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_DISSOLVE
|
||||
[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
|
||||
_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
|
||||
[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
|
||||
//# END_IF
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
//# Procedural Circle
|
||||
//#
|
||||
|
||||
[KeywordEnum(P0, P2, P4, P8)] _CFXR_GLOW_POW ("Apply Power of", Float) = 0
|
||||
_GlowMin ("Circle Min", Float) = 0
|
||||
_GlowMax ("Circle Max", Float) = 1
|
||||
//#
|
||||
_MaxValue ("Max Value", Float) = 10
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_HDR_BOOST
|
||||
_HdrMultiply ("HDR Multiplier", Float) = 2
|
||||
//# 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
|
||||
|
||||
//# ========================================================
|
||||
//# 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
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
}
|
||||
Blend [_SrcBlend] [_DstBlend], One One
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
|
||||
//====================================================================================================================================
|
||||
// Universal Rendering Pipeline
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
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 shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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_GLOW_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
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 shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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 DISABLE_SOFT_PARTICLES
|
||||
#define CFXR_GLOW_SHADER
|
||||
#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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#pragma shader_feature_local _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||
|
||||
#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_URP
|
||||
#define PASS_SHADOW_CASTER
|
||||
#define CFXR_GLOW_SHADER
|
||||
#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 shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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_GLOW_SHADER
|
||||
#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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#pragma shader_feature_local _FADING_ON
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||
|
||||
#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_GLOW_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CartoonFX.MaterialInspector"
|
||||
}
|
||||
|
||||
|
||||
@@ -1,276 +1,276 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Cartoon FX/Remaster/Particle Procedural Ring"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//# Blending
|
||||
//#
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_DISSOLVE
|
||||
[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
|
||||
_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
|
||||
[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
|
||||
//# END_IF
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
//# Textures
|
||||
//#
|
||||
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
//# Ring
|
||||
//#
|
||||
|
||||
[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0
|
||||
_RingTopOffset ("Ring Offset", float) = 0.05
|
||||
[Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_HDR_BOOST
|
||||
_HdrMultiply ("HDR Multiplier", Float) = 2
|
||||
//# 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
|
||||
|
||||
//# ========================================================
|
||||
//# 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
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
|
||||
//====================================================================================================================================
|
||||
// Universal Rendering Pipeline
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vertex_program
|
||||
#pragma fragment fragment_program
|
||||
|
||||
#pragma target 2.0
|
||||
|
||||
// #pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||||
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#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_PROCEDURAL_RING_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vertex_program
|
||||
#pragma fragment fragment_program
|
||||
|
||||
#pragma target 2.0
|
||||
|
||||
// #pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||||
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#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 DISABLE_SOFT_PARTICLES
|
||||
#define CFXR_PROCEDURAL_RING_SHADER
|
||||
#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_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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_URP
|
||||
#define PASS_SHADOW_CASTER
|
||||
#define CFXR_PROCEDURAL_RING_SHADER
|
||||
#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
|
||||
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile_particles
|
||||
// #pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||||
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#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_PROCEDURAL_RING_SHADER
|
||||
#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_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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 PASS_SHADOW_CASTER
|
||||
#define CFXR_PROCEDURAL_RING_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CartoonFX.MaterialInspector"
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Cartoon FX/Remaster/Particle Procedural Ring"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//# Blending
|
||||
//#
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_DISSOLVE
|
||||
[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
|
||||
_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
|
||||
[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
|
||||
//# END_IF
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
//# Textures
|
||||
//#
|
||||
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
//# Ring
|
||||
//#
|
||||
|
||||
[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0
|
||||
_RingTopOffset ("Ring Offset", float) = 0.05
|
||||
[Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0
|
||||
|
||||
//# --------------------------------------------------------
|
||||
|
||||
[Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0
|
||||
//# IF_KEYWORD _CFXR_HDR_BOOST
|
||||
_HdrMultiply ("HDR Multiplier", Float) = 2
|
||||
//# 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
|
||||
|
||||
//# ========================================================
|
||||
//# 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
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
Blend [_SrcBlend] [_DstBlend]
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
|
||||
//====================================================================================================================================
|
||||
// Universal Rendering Pipeline
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vertex_program
|
||||
#pragma fragment fragment_program
|
||||
|
||||
#pragma target 2.0
|
||||
|
||||
// #pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||||
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#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_PROCEDURAL_RING_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
|
||||
Pass
|
||||
{
|
||||
Name "BASE"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vertex_program
|
||||
#pragma fragment fragment_program
|
||||
|
||||
#pragma target 2.0
|
||||
|
||||
// #pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||||
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#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 DISABLE_SOFT_PARTICLES
|
||||
#define CFXR_PROCEDURAL_RING_SHADER
|
||||
#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_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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_URP
|
||||
#define PASS_SHADOW_CASTER
|
||||
#define CFXR_PROCEDURAL_RING_SHADER
|
||||
#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
|
||||
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile_particles
|
||||
// #pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||||
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||||
|
||||
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||||
#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_PROCEDURAL_RING_SHADER
|
||||
#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_RADIAL_UV
|
||||
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||||
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||||
|
||||
#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 PASS_SHADOW_CASTER
|
||||
#define CFXR_PROCEDURAL_RING_SHADER
|
||||
#include "CFXR_PASSES.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CartoonFX.MaterialInspector"
|
||||
}
|
||||
|
||||
|
||||
@@ -1,449 +1,449 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// 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"
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// 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"
|
||||
}
|
||||
|
||||
|
||||
@@ -1,360 +1,360 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
#pragma exclude_renderers gles
|
||||
#endif
|
||||
|
||||
#if defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES)
|
||||
#define DISABLE_SOFT_PARTICLES
|
||||
#endif
|
||||
|
||||
#if defined(CFXR_URP)
|
||||
float LinearEyeDepthURP(float depth, float4 zBufferParam)
|
||||
{
|
||||
return 1.0 / (zBufferParam.z * depth + zBufferParam.w);
|
||||
}
|
||||
|
||||
float SoftParticles(float near, float far, float4 projection)
|
||||
{
|
||||
float sceneZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)).r;
|
||||
|
||||
#if defined(SOFT_PARTICLES_ORTHOGRAPHIC)
|
||||
// orthographic camera
|
||||
#if defined(UNITY_REVERSED_Z)
|
||||
sceneZ = 1.0f - sceneZ;
|
||||
#endif
|
||||
sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y;
|
||||
#else
|
||||
// perspective camera
|
||||
sceneZ = LinearEyeDepthURP(sceneZ, _ZBufferParams);
|
||||
#endif
|
||||
|
||||
float fade = saturate (far * ((sceneZ - near) - projection.z));
|
||||
return fade;
|
||||
}
|
||||
#else
|
||||
float SoftParticles(float near, float far, float4 projection)
|
||||
{
|
||||
float sceneZ = (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)));
|
||||
#if defined(SOFT_PARTICLES_ORTHOGRAPHIC)
|
||||
// orthographic camera
|
||||
#if defined(UNITY_REVERSED_Z)
|
||||
sceneZ = 1.0f - sceneZ;
|
||||
#endif
|
||||
sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y;
|
||||
#else
|
||||
// perspective camera
|
||||
sceneZ = LinearEyeDepth(sceneZ);
|
||||
#endif
|
||||
|
||||
float fade = saturate (far * ((sceneZ - near) - projection.z));
|
||||
return fade;
|
||||
}
|
||||
#endif
|
||||
|
||||
float LinearToGammaSpaceApprox(float value)
|
||||
{
|
||||
return max(1.055h * pow(value, 0.416666667h) - 0.055h, 0.h);
|
||||
}
|
||||
|
||||
// Same as UnityStandardUtils.cginc, but without the SHADER_TARGET limitation
|
||||
half3 UnpackScaleNormal_CFXR(half4 packednormal, half bumpScale)
|
||||
{
|
||||
#if defined(UNITY_NO_DXT5nm)
|
||||
half3 normal = packednormal.xyz * 2 - 1;
|
||||
// #if (SHADER_TARGET >= 30)
|
||||
// SM2.0: instruction count limitation
|
||||
// SM2.0: normal scaler is not supported
|
||||
normal.xy *= bumpScale;
|
||||
// #endif
|
||||
return normal;
|
||||
#else
|
||||
// This do the trick
|
||||
packednormal.x *= packednormal.w;
|
||||
|
||||
half3 normal;
|
||||
normal.xy = (packednormal.xy * 2 - 1);
|
||||
// #if (SHADER_TARGET >= 30)
|
||||
// SM2.0: instruction count limitation
|
||||
// SM2.0: normal scaler is not supported
|
||||
normal.xy *= bumpScale;
|
||||
// #endif
|
||||
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
||||
return normal;
|
||||
#endif
|
||||
}
|
||||
|
||||
//Macros
|
||||
|
||||
// Project Position
|
||||
#if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ( (defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON) )
|
||||
#define vertProjPos(o, clipPos) \
|
||||
o.projPos = ComputeScreenPos(clipPos); \
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#else
|
||||
#define vertProjPos(o, clipPos)
|
||||
#endif
|
||||
|
||||
// Soft Particles
|
||||
#if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
|
||||
#define fragSoftParticlesFade(i, color) \
|
||||
color *= SoftParticles(_SoftParticlesFadeDistanceNear, _SoftParticlesFadeDistanceFar, i.projPos);
|
||||
#else
|
||||
#define fragSoftParticlesFade(i, color)
|
||||
#endif
|
||||
|
||||
// Edge fade (note: particle meshes are already in world space)
|
||||
#if !defined(PASS_SHADOW_CASTER) && defined(_CFXR_EDGE_FADING)
|
||||
#define vertEdgeFade(v, color) \
|
||||
float3 viewDir = UnityWorldSpaceViewDir(v.vertex); \
|
||||
float ndv = abs(dot(normalize(viewDir), v.normal.xyz)); \
|
||||
color *= saturate(pow(ndv, _EdgeFadePow));
|
||||
#else
|
||||
#define vertEdgeFade(v, color)
|
||||
#endif
|
||||
|
||||
// Fog
|
||||
#if _ALPHABLEND_ON
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor);
|
||||
#elif _ALPHAPREMULTIPLY_ON
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, alpha * unity_FogColor);
|
||||
#elif _CFXR_ADDITIVE
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(0, 0, 0, 0));
|
||||
#elif _ALPHAMODULATE_ON
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(1, 1, 1, 1));
|
||||
#else
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor);
|
||||
#endif
|
||||
|
||||
// Vertex program
|
||||
#if defined(PASS_SHADOW_CASTER)
|
||||
void vert(appdata v, v2f_shadowCaster o, out float4 opos)
|
||||
#else
|
||||
v2f vert(appdata v, v2f o)
|
||||
#endif
|
||||
{
|
||||
UNITY_TRANSFER_FOG(o, o.pos);
|
||||
vertProjPos(o, o.pos);
|
||||
vertEdgeFade(v, o.color.a);
|
||||
|
||||
#if defined(PASS_SHADOW_CASTER)
|
||||
TRANSFER_SHADOW_CASTER_NOPOS(o, opos);
|
||||
#else
|
||||
return o;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Fragment program
|
||||
#if defined(PASS_SHADOW_CASTER)
|
||||
float4 frag(v2f_shadowCaster i, UNITY_VPOS_TYPE vpos, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target
|
||||
#else
|
||||
half4 frag(v2f i, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target
|
||||
#endif
|
||||
{
|
||||
#if _CFXR_DISSOLVE
|
||||
// Dissolve
|
||||
half time = lerp(-_DissolveSmooth, 1+_DissolveSmooth, dissolveTime);
|
||||
particleAlpha *= smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time);
|
||||
if (doubleDissolveWidth > 0)
|
||||
{
|
||||
half dissolveSubtract = smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time - doubleDissolveWidth);
|
||||
particleAlpha = saturate(particleAlpha - dissolveSubtract);
|
||||
}
|
||||
#endif
|
||||
|
||||
//Blending
|
||||
#if _ALPHAPREMULTIPLY_ON
|
||||
particleColor *= particleAlpha;
|
||||
#endif
|
||||
#if _ALPHAMODULATE_ON
|
||||
particleColor.rgb = lerp(float3(1,1,1), particleColor.rgb, particleAlpha);
|
||||
#endif
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
clip(particleAlpha - _Cutoff);
|
||||
#endif
|
||||
|
||||
#if !defined(PASS_SHADOW_CASTER)
|
||||
// Fog & Soft Particles
|
||||
applyFog(i, particleColor, particleAlpha);
|
||||
fragSoftParticlesFade(i, particleAlpha);
|
||||
#endif
|
||||
|
||||
// Prevent alpha from exceeding 1
|
||||
particleAlpha = min(particleAlpha, 1.0);
|
||||
|
||||
#if !defined(PASS_SHADOW_CASTER)
|
||||
return float4(particleColor, particleAlpha);
|
||||
#else
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Shadow Caster Pass
|
||||
|
||||
#if _CFXR_ADDITIVE
|
||||
half alpha = max(particleColor.r, max(particleColor.g, particleColor.b)) * particleAlpha;
|
||||
#else
|
||||
half alpha = particleAlpha;
|
||||
#endif
|
||||
|
||||
#if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)
|
||||
alpha = min(alpha, _ShadowStrength);
|
||||
// Use dither mask for alpha blended shadows, based on pixel position xy
|
||||
// and alpha level. Our dither texture is 4x4x16.
|
||||
#if _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
|
||||
half texSize = _DitherCustom_TexelSize.z;
|
||||
alpha = tex3D(_DitherCustom, float3(vpos.xy*(1 / texSize), alpha*(1 - (1 / (texSize*texSize))))).a;
|
||||
#else
|
||||
alpha = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25, alpha*0.9375)).a;
|
||||
#endif
|
||||
#endif
|
||||
clip(alpha - 0.01);
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
#endif
|
||||
}
|
||||
|
||||
// ================================================================================================================================
|
||||
// ParticlesInstancing.hlsl
|
||||
// ================================================================================================================================
|
||||
|
||||
#if defined(CFXR_URP)
|
||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(SHADER_TARGET_SURFACE_ANALYSIS)
|
||||
#define UNITY_PARTICLE_INSTANCING_ENABLED
|
||||
#endif
|
||||
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
|
||||
#ifndef UNITY_PARTICLE_INSTANCE_DATA
|
||||
#define UNITY_PARTICLE_INSTANCE_DATA DefaultParticleInstanceData
|
||||
#endif
|
||||
|
||||
struct DefaultParticleInstanceData
|
||||
{
|
||||
float3x4 transform;
|
||||
uint color;
|
||||
float animFrame;
|
||||
};
|
||||
|
||||
StructuredBuffer<UNITY_PARTICLE_INSTANCE_DATA> unity_ParticleInstanceData;
|
||||
float4 unity_ParticleUVShiftData;
|
||||
float unity_ParticleUseMeshColors;
|
||||
|
||||
void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject)
|
||||
{
|
||||
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
||||
|
||||
// transform matrix
|
||||
objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f);
|
||||
objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f);
|
||||
objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f);
|
||||
objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f);
|
||||
|
||||
// inverse transform matrix (TODO: replace with a library implementation if/when available)
|
||||
float3x3 worldToObject3x3;
|
||||
worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
|
||||
worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
|
||||
worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
|
||||
|
||||
float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]);
|
||||
|
||||
worldToObject3x3 = transpose(worldToObject3x3);
|
||||
|
||||
worldToObject3x3 *= rcp(det);
|
||||
|
||||
float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34);
|
||||
|
||||
worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f);
|
||||
worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f);
|
||||
worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f);
|
||||
worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f);
|
||||
}
|
||||
|
||||
void ParticleInstancingSetup()
|
||||
{
|
||||
ParticleInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void ParticleInstancingSetup() {}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// ================================================================================================================================
|
||||
// Instancing functions
|
||||
// ================================================================================================================================
|
||||
|
||||
float4 UnpackFromR8G8B8A8(uint rgba)
|
||||
{
|
||||
return float4(rgba & 255, (rgba >> 8) & 255, (rgba >> 16) & 255, (rgba >> 24) & 255) * (1.0 / 255);
|
||||
}
|
||||
|
||||
half4 GetParticleColor(half4 color)
|
||||
{
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
#if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR)
|
||||
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
||||
color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors);
|
||||
color *= UnpackFromR8G8B8A8(data.color);
|
||||
#endif
|
||||
#endif
|
||||
return color;
|
||||
}
|
||||
|
||||
void GetParticleTexcoords(out float2 outputTexcoord, out float2 outputTexcoord2, out float outputBlend, in float4 inputTexcoords, in float inputBlend)
|
||||
{
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
if (unity_ParticleUVShiftData.x != 0.0)
|
||||
{
|
||||
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
||||
|
||||
float numTilesX = unity_ParticleUVShiftData.y;
|
||||
float2 animScale = unity_ParticleUVShiftData.zw;
|
||||
#ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME
|
||||
float sheetIndex = 0.0;
|
||||
#else
|
||||
float sheetIndex = data.animFrame;
|
||||
#endif
|
||||
|
||||
float index0 = floor(sheetIndex);
|
||||
float vIdx0 = floor(index0 / numTilesX);
|
||||
float uIdx0 = floor(index0 - vIdx0 * numTilesX);
|
||||
float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip
|
||||
|
||||
outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy;
|
||||
|
||||
#ifdef _FLIPBOOKBLENDING_ON
|
||||
float index1 = floor(sheetIndex + 1.0);
|
||||
float vIdx1 = floor(index1 / numTilesX);
|
||||
float uIdx1 = floor(index1 - vIdx1 * numTilesX);
|
||||
float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y);
|
||||
|
||||
outputTexcoord2.xy = inputTexcoords.xy * animScale.xy + offset1.xy;
|
||||
outputBlend = frac(sheetIndex);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
outputTexcoord = inputTexcoords.xy;
|
||||
#ifdef _FLIPBOOKBLENDING_ON
|
||||
outputTexcoord2.xy = inputTexcoords.zw;
|
||||
outputBlend = inputBlend;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef _FLIPBOOKBLENDING_ON
|
||||
outputTexcoord2.xy = inputTexcoords.xy;
|
||||
outputBlend = 0.5;
|
||||
#endif
|
||||
}
|
||||
|
||||
void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord)
|
||||
{
|
||||
float2 dummyTexcoord2 = 0.0;
|
||||
float dummyBlend = 0.0;
|
||||
GetParticleTexcoords(outputTexcoord, dummyTexcoord2, dummyBlend, inputTexcoord.xyxy, 0.0);
|
||||
}
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
#pragma exclude_renderers gles
|
||||
#endif
|
||||
|
||||
#if defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES)
|
||||
#define DISABLE_SOFT_PARTICLES
|
||||
#endif
|
||||
|
||||
#if defined(CFXR_URP)
|
||||
float LinearEyeDepthURP(float depth, float4 zBufferParam)
|
||||
{
|
||||
return 1.0 / (zBufferParam.z * depth + zBufferParam.w);
|
||||
}
|
||||
|
||||
float SoftParticles(float near, float far, float4 projection)
|
||||
{
|
||||
float sceneZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)).r;
|
||||
|
||||
#if defined(SOFT_PARTICLES_ORTHOGRAPHIC)
|
||||
// orthographic camera
|
||||
#if defined(UNITY_REVERSED_Z)
|
||||
sceneZ = 1.0f - sceneZ;
|
||||
#endif
|
||||
sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y;
|
||||
#else
|
||||
// perspective camera
|
||||
sceneZ = LinearEyeDepthURP(sceneZ, _ZBufferParams);
|
||||
#endif
|
||||
|
||||
float fade = saturate (far * ((sceneZ - near) - projection.z));
|
||||
return fade;
|
||||
}
|
||||
#else
|
||||
float SoftParticles(float near, float far, float4 projection)
|
||||
{
|
||||
float sceneZ = (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)));
|
||||
#if defined(SOFT_PARTICLES_ORTHOGRAPHIC)
|
||||
// orthographic camera
|
||||
#if defined(UNITY_REVERSED_Z)
|
||||
sceneZ = 1.0f - sceneZ;
|
||||
#endif
|
||||
sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y;
|
||||
#else
|
||||
// perspective camera
|
||||
sceneZ = LinearEyeDepth(sceneZ);
|
||||
#endif
|
||||
|
||||
float fade = saturate (far * ((sceneZ - near) - projection.z));
|
||||
return fade;
|
||||
}
|
||||
#endif
|
||||
|
||||
float LinearToGammaSpaceApprox(float value)
|
||||
{
|
||||
return max(1.055h * pow(value, 0.416666667h) - 0.055h, 0.h);
|
||||
}
|
||||
|
||||
// Same as UnityStandardUtils.cginc, but without the SHADER_TARGET limitation
|
||||
half3 UnpackScaleNormal_CFXR(half4 packednormal, half bumpScale)
|
||||
{
|
||||
#if defined(UNITY_NO_DXT5nm)
|
||||
half3 normal = packednormal.xyz * 2 - 1;
|
||||
// #if (SHADER_TARGET >= 30)
|
||||
// SM2.0: instruction count limitation
|
||||
// SM2.0: normal scaler is not supported
|
||||
normal.xy *= bumpScale;
|
||||
// #endif
|
||||
return normal;
|
||||
#else
|
||||
// This do the trick
|
||||
packednormal.x *= packednormal.w;
|
||||
|
||||
half3 normal;
|
||||
normal.xy = (packednormal.xy * 2 - 1);
|
||||
// #if (SHADER_TARGET >= 30)
|
||||
// SM2.0: instruction count limitation
|
||||
// SM2.0: normal scaler is not supported
|
||||
normal.xy *= bumpScale;
|
||||
// #endif
|
||||
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
||||
return normal;
|
||||
#endif
|
||||
}
|
||||
|
||||
//Macros
|
||||
|
||||
// Project Position
|
||||
#if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ( (defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON) )
|
||||
#define vertProjPos(o, clipPos) \
|
||||
o.projPos = ComputeScreenPos(clipPos); \
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#else
|
||||
#define vertProjPos(o, clipPos)
|
||||
#endif
|
||||
|
||||
// Soft Particles
|
||||
#if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
|
||||
#define fragSoftParticlesFade(i, color) \
|
||||
color *= SoftParticles(_SoftParticlesFadeDistanceNear, _SoftParticlesFadeDistanceFar, i.projPos);
|
||||
#else
|
||||
#define fragSoftParticlesFade(i, color)
|
||||
#endif
|
||||
|
||||
// Edge fade (note: particle meshes are already in world space)
|
||||
#if !defined(PASS_SHADOW_CASTER) && defined(_CFXR_EDGE_FADING)
|
||||
#define vertEdgeFade(v, color) \
|
||||
float3 viewDir = UnityWorldSpaceViewDir(v.vertex); \
|
||||
float ndv = abs(dot(normalize(viewDir), v.normal.xyz)); \
|
||||
color *= saturate(pow(ndv, _EdgeFadePow));
|
||||
#else
|
||||
#define vertEdgeFade(v, color)
|
||||
#endif
|
||||
|
||||
// Fog
|
||||
#if _ALPHABLEND_ON
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor);
|
||||
#elif _ALPHAPREMULTIPLY_ON
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, alpha * unity_FogColor);
|
||||
#elif _CFXR_ADDITIVE
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(0, 0, 0, 0));
|
||||
#elif _ALPHAMODULATE_ON
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(1, 1, 1, 1));
|
||||
#else
|
||||
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor);
|
||||
#endif
|
||||
|
||||
// Vertex program
|
||||
#if defined(PASS_SHADOW_CASTER)
|
||||
void vert(appdata v, v2f_shadowCaster o, out float4 opos)
|
||||
#else
|
||||
v2f vert(appdata v, v2f o)
|
||||
#endif
|
||||
{
|
||||
UNITY_TRANSFER_FOG(o, o.pos);
|
||||
vertProjPos(o, o.pos);
|
||||
vertEdgeFade(v, o.color.a);
|
||||
|
||||
#if defined(PASS_SHADOW_CASTER)
|
||||
TRANSFER_SHADOW_CASTER_NOPOS(o, opos);
|
||||
#else
|
||||
return o;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Fragment program
|
||||
#if defined(PASS_SHADOW_CASTER)
|
||||
float4 frag(v2f_shadowCaster i, UNITY_VPOS_TYPE vpos, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target
|
||||
#else
|
||||
half4 frag(v2f i, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target
|
||||
#endif
|
||||
{
|
||||
#if _CFXR_DISSOLVE
|
||||
// Dissolve
|
||||
half time = lerp(-_DissolveSmooth, 1+_DissolveSmooth, dissolveTime);
|
||||
particleAlpha *= smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time);
|
||||
if (doubleDissolveWidth > 0)
|
||||
{
|
||||
half dissolveSubtract = smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time - doubleDissolveWidth);
|
||||
particleAlpha = saturate(particleAlpha - dissolveSubtract);
|
||||
}
|
||||
#endif
|
||||
|
||||
//Blending
|
||||
#if _ALPHAPREMULTIPLY_ON
|
||||
particleColor *= particleAlpha;
|
||||
#endif
|
||||
#if _ALPHAMODULATE_ON
|
||||
particleColor.rgb = lerp(float3(1,1,1), particleColor.rgb, particleAlpha);
|
||||
#endif
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
clip(particleAlpha - _Cutoff);
|
||||
#endif
|
||||
|
||||
#if !defined(PASS_SHADOW_CASTER)
|
||||
// Fog & Soft Particles
|
||||
applyFog(i, particleColor, particleAlpha);
|
||||
fragSoftParticlesFade(i, particleAlpha);
|
||||
#endif
|
||||
|
||||
// Prevent alpha from exceeding 1
|
||||
particleAlpha = min(particleAlpha, 1.0);
|
||||
|
||||
#if !defined(PASS_SHADOW_CASTER)
|
||||
return float4(particleColor, particleAlpha);
|
||||
#else
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Shadow Caster Pass
|
||||
|
||||
#if _CFXR_ADDITIVE
|
||||
half alpha = max(particleColor.r, max(particleColor.g, particleColor.b)) * particleAlpha;
|
||||
#else
|
||||
half alpha = particleAlpha;
|
||||
#endif
|
||||
|
||||
#if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)
|
||||
alpha = min(alpha, _ShadowStrength);
|
||||
// Use dither mask for alpha blended shadows, based on pixel position xy
|
||||
// and alpha level. Our dither texture is 4x4x16.
|
||||
#if _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
|
||||
half texSize = _DitherCustom_TexelSize.z;
|
||||
alpha = tex3D(_DitherCustom, float3(vpos.xy*(1 / texSize), alpha*(1 - (1 / (texSize*texSize))))).a;
|
||||
#else
|
||||
alpha = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25, alpha*0.9375)).a;
|
||||
#endif
|
||||
#endif
|
||||
clip(alpha - 0.01);
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
#endif
|
||||
}
|
||||
|
||||
// ================================================================================================================================
|
||||
// ParticlesInstancing.hlsl
|
||||
// ================================================================================================================================
|
||||
|
||||
#if defined(CFXR_URP)
|
||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(SHADER_TARGET_SURFACE_ANALYSIS)
|
||||
#define UNITY_PARTICLE_INSTANCING_ENABLED
|
||||
#endif
|
||||
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
|
||||
#ifndef UNITY_PARTICLE_INSTANCE_DATA
|
||||
#define UNITY_PARTICLE_INSTANCE_DATA DefaultParticleInstanceData
|
||||
#endif
|
||||
|
||||
struct DefaultParticleInstanceData
|
||||
{
|
||||
float3x4 transform;
|
||||
uint color;
|
||||
float animFrame;
|
||||
};
|
||||
|
||||
StructuredBuffer<UNITY_PARTICLE_INSTANCE_DATA> unity_ParticleInstanceData;
|
||||
float4 unity_ParticleUVShiftData;
|
||||
float unity_ParticleUseMeshColors;
|
||||
|
||||
void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject)
|
||||
{
|
||||
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
||||
|
||||
// transform matrix
|
||||
objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f);
|
||||
objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f);
|
||||
objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f);
|
||||
objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f);
|
||||
|
||||
// inverse transform matrix (TODO: replace with a library implementation if/when available)
|
||||
float3x3 worldToObject3x3;
|
||||
worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
|
||||
worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
|
||||
worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
|
||||
|
||||
float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]);
|
||||
|
||||
worldToObject3x3 = transpose(worldToObject3x3);
|
||||
|
||||
worldToObject3x3 *= rcp(det);
|
||||
|
||||
float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34);
|
||||
|
||||
worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f);
|
||||
worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f);
|
||||
worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f);
|
||||
worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f);
|
||||
}
|
||||
|
||||
void ParticleInstancingSetup()
|
||||
{
|
||||
ParticleInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void ParticleInstancingSetup() {}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// ================================================================================================================================
|
||||
// Instancing functions
|
||||
// ================================================================================================================================
|
||||
|
||||
float4 UnpackFromR8G8B8A8(uint rgba)
|
||||
{
|
||||
return float4(rgba & 255, (rgba >> 8) & 255, (rgba >> 16) & 255, (rgba >> 24) & 255) * (1.0 / 255);
|
||||
}
|
||||
|
||||
half4 GetParticleColor(half4 color)
|
||||
{
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
#if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR)
|
||||
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
||||
color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors);
|
||||
color *= UnpackFromR8G8B8A8(data.color);
|
||||
#endif
|
||||
#endif
|
||||
return color;
|
||||
}
|
||||
|
||||
void GetParticleTexcoords(out float2 outputTexcoord, out float2 outputTexcoord2, out float outputBlend, in float4 inputTexcoords, in float inputBlend)
|
||||
{
|
||||
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
||||
if (unity_ParticleUVShiftData.x != 0.0)
|
||||
{
|
||||
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
||||
|
||||
float numTilesX = unity_ParticleUVShiftData.y;
|
||||
float2 animScale = unity_ParticleUVShiftData.zw;
|
||||
#ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME
|
||||
float sheetIndex = 0.0;
|
||||
#else
|
||||
float sheetIndex = data.animFrame;
|
||||
#endif
|
||||
|
||||
float index0 = floor(sheetIndex);
|
||||
float vIdx0 = floor(index0 / numTilesX);
|
||||
float uIdx0 = floor(index0 - vIdx0 * numTilesX);
|
||||
float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip
|
||||
|
||||
outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy;
|
||||
|
||||
#ifdef _FLIPBOOKBLENDING_ON
|
||||
float index1 = floor(sheetIndex + 1.0);
|
||||
float vIdx1 = floor(index1 / numTilesX);
|
||||
float uIdx1 = floor(index1 - vIdx1 * numTilesX);
|
||||
float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y);
|
||||
|
||||
outputTexcoord2.xy = inputTexcoords.xy * animScale.xy + offset1.xy;
|
||||
outputBlend = frac(sheetIndex);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
outputTexcoord = inputTexcoords.xy;
|
||||
#ifdef _FLIPBOOKBLENDING_ON
|
||||
outputTexcoord2.xy = inputTexcoords.zw;
|
||||
outputBlend = inputBlend;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef _FLIPBOOKBLENDING_ON
|
||||
outputTexcoord2.xy = inputTexcoords.xy;
|
||||
outputBlend = 0.5;
|
||||
#endif
|
||||
}
|
||||
|
||||
void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord)
|
||||
{
|
||||
float2 dummyTexcoord2 = 0.0;
|
||||
float dummyBlend = 0.0;
|
||||
GetParticleTexcoords(outputTexcoord, dummyTexcoord2, dummyBlend, inputTexcoord.xyxy, 0.0);
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,24 +1,24 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Global settings for the Cartoon FX Remaster shaders
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
/* Uncomment this line if you want to globally disable soft particles */
|
||||
// #define GLOBAL_DISABLE_SOFT_PARTICLES
|
||||
|
||||
/* Uncomment this line to do Soft Particles depth calculation in Orthographic mode */
|
||||
// #define SOFT_PARTICLES_ORTHOGRAPHIC
|
||||
|
||||
/* Change this value if you want to globally scale the HDR effects */
|
||||
#define GLOBAL_HDR_MULTIPLIER 1
|
||||
|
||||
/* Comment this line if you want to disable point lights for lit particles */
|
||||
#define ENABLE_POINT_LIGHTS
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Global settings for the Cartoon FX Remaster shaders
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
/* Uncomment this line if you want to globally disable soft particles */
|
||||
// #define GLOBAL_DISABLE_SOFT_PARTICLES
|
||||
|
||||
/* Uncomment this line to do Soft Particles depth calculation in Orthographic mode */
|
||||
// #define SOFT_PARTICLES_ORTHOGRAPHIC
|
||||
|
||||
/* Change this value if you want to globally scale the HDR effects */
|
||||
#define GLOBAL_HDR_MULTIPLIER 1
|
||||
|
||||
/* Comment this line if you want to disable point lights for lit particles */
|
||||
#define ENABLE_POINT_LIGHTS
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,232 +1,232 @@
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Copy of URP specific variables needed for lighting
|
||||
|
||||
// ================================================================================================================================
|
||||
// Input.hlsl:
|
||||
// ================================================================================================================================
|
||||
|
||||
#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined
|
||||
#define MAX_VISIBLE_LIGHTS 32
|
||||
#else
|
||||
#define MAX_VISIBLE_LIGHTS 256
|
||||
#endif
|
||||
|
||||
// --------------------------------
|
||||
|
||||
float4 _MainLightPosition;
|
||||
half4 _MainLightColor;
|
||||
|
||||
// --------------------------------
|
||||
|
||||
half4 _AdditionalLightsCount;
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
StructuredBuffer<LightData> _AdditionalLightsBuffer;
|
||||
StructuredBuffer<int> _AdditionalLightsIndices;
|
||||
#else
|
||||
// GLES3 causes a performance regression in some devices when using CBUFFER.
|
||||
#ifndef SHADER_API_GLES3
|
||||
CBUFFER_START(AdditionalLights)
|
||||
#endif
|
||||
float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
|
||||
#ifndef SHADER_API_GLES3
|
||||
CBUFFER_END
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// ================================================================================================================================
|
||||
// UnityInput.hlsl:
|
||||
// ================================================================================================================================
|
||||
|
||||
half4 unity_LightData;
|
||||
half4 unity_LightIndices[2];
|
||||
|
||||
// --------------------------------
|
||||
|
||||
// ================================================================================================================================
|
||||
// Macros.hlsl
|
||||
// ================================================================================================================================
|
||||
|
||||
#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats
|
||||
|
||||
// ================================================================================================================================
|
||||
// Lighting.hlsl
|
||||
// ================================================================================================================================
|
||||
|
||||
// Abstraction over Light shading data.
|
||||
struct Light
|
||||
{
|
||||
half3 direction;
|
||||
half3 color;
|
||||
half distanceAttenuation;
|
||||
half shadowAttenuation;
|
||||
};
|
||||
|
||||
// Matches Unity Vanila attenuation
|
||||
// Attenuation smoothly decreases to light range.
|
||||
float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
|
||||
{
|
||||
// We use a shared distance attenuation for additional directional and puctual lights
|
||||
// for directional lights attenuation will be 1
|
||||
float lightAtten = rcp(distanceSqr);
|
||||
|
||||
#if SHADER_HINT_NICE_QUALITY
|
||||
// Use the smoothing factor also used in the Unity lightmapper.
|
||||
half factor = distanceSqr * distanceAttenuation.x;
|
||||
half smoothFactor = saturate(1.0h - factor * factor);
|
||||
smoothFactor = smoothFactor * smoothFactor;
|
||||
#else
|
||||
// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
|
||||
// Therefore:
|
||||
// fadeDistance = (0.8 * 0.8 * lightRangeSq)
|
||||
// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
|
||||
// We can rewrite that to fit a MAD by doing
|
||||
// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
|
||||
// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
|
||||
half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
|
||||
#endif
|
||||
|
||||
return lightAtten * smoothFactor;
|
||||
}
|
||||
|
||||
half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation)
|
||||
{
|
||||
// Spot Attenuation with a linear falloff can be defined as
|
||||
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
|
||||
// This can be rewritten as
|
||||
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
|
||||
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
|
||||
// SdotL * spotAttenuation.x + spotAttenuation.y
|
||||
|
||||
// If we precompute the terms in a MAD instruction
|
||||
half SdotL = dot(spotDirection, lightDirection);
|
||||
half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
|
||||
return atten * atten;
|
||||
}
|
||||
|
||||
// Fills a light struct given a perObjectLightIndex
|
||||
Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS)
|
||||
{
|
||||
// Abstraction over Light input constants
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
|
||||
half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
|
||||
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
|
||||
half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
|
||||
half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels;
|
||||
#else
|
||||
float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
|
||||
half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
|
||||
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
|
||||
half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
|
||||
half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex];
|
||||
#endif
|
||||
|
||||
// Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
|
||||
// This way the following code will work for both directional and punctual lights.
|
||||
float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
|
||||
float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
|
||||
|
||||
half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
|
||||
half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
|
||||
|
||||
Light light;
|
||||
light.direction = lightDirection;
|
||||
light.distanceAttenuation = attenuation;
|
||||
/// light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, positionWS);
|
||||
light.shadowAttenuation = 1;
|
||||
light.color = color;
|
||||
|
||||
// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion`
|
||||
#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
|
||||
// First find the probe channel from the light.
|
||||
// Then sample `unity_ProbesOcclusion` for the baked occlusion.
|
||||
// If the light is not baked, the channel is -1, and we need to apply no occlusion.
|
||||
|
||||
// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value.
|
||||
int probeChannel = lightOcclusionProbeInfo.x;
|
||||
|
||||
// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1.
|
||||
half lightProbeContribution = lightOcclusionProbeInfo.y;
|
||||
|
||||
half probeOcclusionValue = unity_ProbesOcclusion[probeChannel];
|
||||
light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution);
|
||||
#endif
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
uint GetPerObjectLightIndexOffset()
|
||||
{
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
return unity_LightData.x;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns a per-object index given a loop index.
|
||||
// This abstract the underlying data implementation for storing lights/light indices
|
||||
int GetPerObjectLightIndex(uint index)
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Structured Buffer Path /
|
||||
// /
|
||||
// Lights and light indices are stored in StructuredBuffer. We can just index them. /
|
||||
// Currently all non-mobile platforms take this path :( /
|
||||
// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) /
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
uint offset = unity_LightData.x;
|
||||
return _AdditionalLightsIndices[offset + index];
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// UBO path /
|
||||
// /
|
||||
// We store 8 light indices in float4 unity_LightIndices[2]; /
|
||||
// Due to memory alignment unity doesn't support int[] or float[] /
|
||||
// Even trying to reinterpret cast the unity_LightIndices to float[] won't work /
|
||||
// it will cast to float4[] and create extra register pressure. :( /
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#elif !defined(SHADER_API_GLES)
|
||||
// since index is uint shader compiler will implement
|
||||
// div & mod as bitfield ops (shift and mask).
|
||||
|
||||
// TODO: Can we index a float4? Currently compiler is
|
||||
// replacing unity_LightIndicesX[i] with a dp4 with identity matrix.
|
||||
// u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]);
|
||||
// This increases both arithmetic and register pressure.
|
||||
return unity_LightIndices[index / 4][index % 4];
|
||||
#else
|
||||
// Fallback to GLES2. No bitfield magic here :(.
|
||||
// We limit to 4 indices per object and only sample unity_4LightIndices0.
|
||||
// Conditional moves are branch free even on mali-400
|
||||
// small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix.
|
||||
half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw;
|
||||
half i_rem = (index < 2.0h) ? index : index - 2.0h;
|
||||
return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Fills a light struct given a loop i index. This will convert the i
|
||||
// index to a perObjectLightIndex
|
||||
Light GetAdditionalLight(uint i, float3 positionWS)
|
||||
{
|
||||
int perObjectLightIndex = GetPerObjectLightIndex(i);
|
||||
return GetAdditionalPerObjectLight(perObjectLightIndex, positionWS);
|
||||
}
|
||||
|
||||
int GetAdditionalLightsCount()
|
||||
{
|
||||
// TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights
|
||||
// in the culling. This way we could do the loop branch with an uniform
|
||||
// This would be helpful to support baking exceeding lights in SH as well
|
||||
return min(_AdditionalLightsCount.x, unity_LightData.y);
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Copy of URP specific variables needed for lighting
|
||||
|
||||
// ================================================================================================================================
|
||||
// Input.hlsl:
|
||||
// ================================================================================================================================
|
||||
|
||||
#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined
|
||||
#define MAX_VISIBLE_LIGHTS 32
|
||||
#else
|
||||
#define MAX_VISIBLE_LIGHTS 256
|
||||
#endif
|
||||
|
||||
// --------------------------------
|
||||
|
||||
float4 _MainLightPosition;
|
||||
half4 _MainLightColor;
|
||||
|
||||
// --------------------------------
|
||||
|
||||
half4 _AdditionalLightsCount;
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
StructuredBuffer<LightData> _AdditionalLightsBuffer;
|
||||
StructuredBuffer<int> _AdditionalLightsIndices;
|
||||
#else
|
||||
// GLES3 causes a performance regression in some devices when using CBUFFER.
|
||||
#ifndef SHADER_API_GLES3
|
||||
CBUFFER_START(AdditionalLights)
|
||||
#endif
|
||||
float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
|
||||
half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
|
||||
#ifndef SHADER_API_GLES3
|
||||
CBUFFER_END
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// ================================================================================================================================
|
||||
// UnityInput.hlsl:
|
||||
// ================================================================================================================================
|
||||
|
||||
half4 unity_LightData;
|
||||
half4 unity_LightIndices[2];
|
||||
|
||||
// --------------------------------
|
||||
|
||||
// ================================================================================================================================
|
||||
// Macros.hlsl
|
||||
// ================================================================================================================================
|
||||
|
||||
#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats
|
||||
|
||||
// ================================================================================================================================
|
||||
// Lighting.hlsl
|
||||
// ================================================================================================================================
|
||||
|
||||
// Abstraction over Light shading data.
|
||||
struct Light
|
||||
{
|
||||
half3 direction;
|
||||
half3 color;
|
||||
half distanceAttenuation;
|
||||
half shadowAttenuation;
|
||||
};
|
||||
|
||||
// Matches Unity Vanila attenuation
|
||||
// Attenuation smoothly decreases to light range.
|
||||
float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
|
||||
{
|
||||
// We use a shared distance attenuation for additional directional and puctual lights
|
||||
// for directional lights attenuation will be 1
|
||||
float lightAtten = rcp(distanceSqr);
|
||||
|
||||
#if SHADER_HINT_NICE_QUALITY
|
||||
// Use the smoothing factor also used in the Unity lightmapper.
|
||||
half factor = distanceSqr * distanceAttenuation.x;
|
||||
half smoothFactor = saturate(1.0h - factor * factor);
|
||||
smoothFactor = smoothFactor * smoothFactor;
|
||||
#else
|
||||
// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
|
||||
// Therefore:
|
||||
// fadeDistance = (0.8 * 0.8 * lightRangeSq)
|
||||
// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
|
||||
// We can rewrite that to fit a MAD by doing
|
||||
// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
|
||||
// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
|
||||
half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
|
||||
#endif
|
||||
|
||||
return lightAtten * smoothFactor;
|
||||
}
|
||||
|
||||
half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation)
|
||||
{
|
||||
// Spot Attenuation with a linear falloff can be defined as
|
||||
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
|
||||
// This can be rewritten as
|
||||
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
|
||||
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
|
||||
// SdotL * spotAttenuation.x + spotAttenuation.y
|
||||
|
||||
// If we precompute the terms in a MAD instruction
|
||||
half SdotL = dot(spotDirection, lightDirection);
|
||||
half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
|
||||
return atten * atten;
|
||||
}
|
||||
|
||||
// Fills a light struct given a perObjectLightIndex
|
||||
Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS)
|
||||
{
|
||||
// Abstraction over Light input constants
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
|
||||
half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
|
||||
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
|
||||
half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
|
||||
half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels;
|
||||
#else
|
||||
float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
|
||||
half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
|
||||
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
|
||||
half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
|
||||
half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex];
|
||||
#endif
|
||||
|
||||
// Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
|
||||
// This way the following code will work for both directional and punctual lights.
|
||||
float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
|
||||
float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
|
||||
|
||||
half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
|
||||
half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
|
||||
|
||||
Light light;
|
||||
light.direction = lightDirection;
|
||||
light.distanceAttenuation = attenuation;
|
||||
/// light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, positionWS);
|
||||
light.shadowAttenuation = 1;
|
||||
light.color = color;
|
||||
|
||||
// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion`
|
||||
#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
|
||||
// First find the probe channel from the light.
|
||||
// Then sample `unity_ProbesOcclusion` for the baked occlusion.
|
||||
// If the light is not baked, the channel is -1, and we need to apply no occlusion.
|
||||
|
||||
// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value.
|
||||
int probeChannel = lightOcclusionProbeInfo.x;
|
||||
|
||||
// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1.
|
||||
half lightProbeContribution = lightOcclusionProbeInfo.y;
|
||||
|
||||
half probeOcclusionValue = unity_ProbesOcclusion[probeChannel];
|
||||
light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution);
|
||||
#endif
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
uint GetPerObjectLightIndexOffset()
|
||||
{
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
return unity_LightData.x;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns a per-object index given a loop index.
|
||||
// This abstract the underlying data implementation for storing lights/light indices
|
||||
int GetPerObjectLightIndex(uint index)
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Structured Buffer Path /
|
||||
// /
|
||||
// Lights and light indices are stored in StructuredBuffer. We can just index them. /
|
||||
// Currently all non-mobile platforms take this path :( /
|
||||
// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) /
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
||||
uint offset = unity_LightData.x;
|
||||
return _AdditionalLightsIndices[offset + index];
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// UBO path /
|
||||
// /
|
||||
// We store 8 light indices in float4 unity_LightIndices[2]; /
|
||||
// Due to memory alignment unity doesn't support int[] or float[] /
|
||||
// Even trying to reinterpret cast the unity_LightIndices to float[] won't work /
|
||||
// it will cast to float4[] and create extra register pressure. :( /
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#elif !defined(SHADER_API_GLES)
|
||||
// since index is uint shader compiler will implement
|
||||
// div & mod as bitfield ops (shift and mask).
|
||||
|
||||
// TODO: Can we index a float4? Currently compiler is
|
||||
// replacing unity_LightIndicesX[i] with a dp4 with identity matrix.
|
||||
// u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]);
|
||||
// This increases both arithmetic and register pressure.
|
||||
return unity_LightIndices[index / 4][index % 4];
|
||||
#else
|
||||
// Fallback to GLES2. No bitfield magic here :(.
|
||||
// We limit to 4 indices per object and only sample unity_4LightIndices0.
|
||||
// Conditional moves are branch free even on mali-400
|
||||
// small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix.
|
||||
half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw;
|
||||
half i_rem = (index < 2.0h) ? index : index - 2.0h;
|
||||
return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Fills a light struct given a loop i index. This will convert the i
|
||||
// index to a perObjectLightIndex
|
||||
Light GetAdditionalLight(uint i, float3 positionWS)
|
||||
{
|
||||
int perObjectLightIndex = GetPerObjectLightIndex(i);
|
||||
return GetAdditionalPerObjectLight(perObjectLightIndex, positionWS);
|
||||
}
|
||||
|
||||
int GetAdditionalLightsCount()
|
||||
{
|
||||
// TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights
|
||||
// in the culling. This way we could do the loop branch with an uniform
|
||||
// This would be helpful to support baking exceeding lights in SH as well
|
||||
return min(_AdditionalLightsCount.x, unity_LightData.y);
|
||||
}
|
||||
Reference in New Issue
Block a user