#ifndef UNIVERSAL_PARTICLES_SHADOW_CASTER_PASS_INCLUDED #define UNIVERSAL_PARTICLES_SHADOW_CASTER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" float3 _LightDirection; float3 _LightPosition; VaryingsShadowCasterParticle ShadowCasterParticlesVertex(AttributesShadowCasterParticle input) { VaryingsShadowCasterParticle output = (VaryingsShadowCasterParticle)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 positionWS = GetParticleVertexPositionInputs(input.positionOS.xyz).positionWS; float3 normalWS = GetParticleVertexNormalInputs(input.normalOS).normalWS; #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); output.positionCS = ApplyShadowClamping(positionCS); #if defined(_ALPHATEST_ON) output.color = GetParticleColor(input.color); #if defined(_FLIPBOOKBLENDING_ON) #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); #else GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); #endif #else GetParticleTexcoords(output.texcoord, input.texcoords.xy); #endif #endif return output; } half4 ShadowCasterParticlesFragment(VaryingsShadowCasterParticle input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) float2 uv = input.texcoord; half4 vertexColor = input.color; half4 baseColor = _BaseColor; #if defined(_FLIPBOOKBLENDING_ON) float3 blendUv = input.texcoord2AndBlend; #else float3 blendUv = float3(0, 0, 0); #endif half4 albedo = BlendTexture(UnityBuildTexture2DStructNoScaleNoTexelSize(_BaseMap), uv, blendUv) * baseColor; half4 colorAddSubDiff = half4(0, 0, 0, 0); #if defined(_COLORADDSUBDIFF_ON) colorAddSubDiff = _BaseColorAddSubDiff; #endif albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff); AlphaDiscard(albedo.a, _Cutoff); #endif return 0; } #endif // UNIVERSAL_PARTICLES_SHADOW_CASTER_PASS_INCLUDED