新增unity的牛逼shader和熊猫超级shader

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Abin committed 2026-03-10 18:34:45 +08:00
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using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(AnimationSheetHelper))]
public class AnimationSheetHelperEditor : Editor
{
SerializedProperty isParticleBaseShader;
SerializedProperty isPostProcessShader;
SerializedProperty postProcessingController;
SerializedProperty propertyName;
SerializedProperty xSize;
SerializedProperty ySize;
SerializedProperty manualPlay;
SerializedProperty manualPlayePos;
SerializedProperty speed;
SerializedProperty scaleOffset;
SerializedProperty mat;
SerializedProperty frameIndex;
SerializedProperty frameCount;
private AnimationSheetHelper _target;
void OnEnable()
{
_target = (AnimationSheetHelper)target;
isParticleBaseShader = serializedObject.FindProperty("isParticleBaseShader");
// isPostProcessShader = serializedObject.FindProperty("isPostProcessShader");
// postProcessingController = serializedObject.FindProperty("postProcessingController");
propertyName = serializedObject.FindProperty("propertyName");
xSize = serializedObject.FindProperty("xSize");
ySize = serializedObject.FindProperty("ySize");
manualPlay = serializedObject.FindProperty("manualPlay");
manualPlayePos = serializedObject.FindProperty("manualPlayePos");
speed = serializedObject.FindProperty("speed");
scaleOffset = serializedObject.FindProperty("scaleOffset");
mat = serializedObject.FindProperty("mat");
frameIndex = serializedObject.FindProperty("frameIndex");
frameCount = serializedObject.FindProperty("frameCount");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
DrawShaderSection();
EditorGUILayout.Space(5);
DrawAnimationSection();
EditorGUILayout.Space(5);
DrawRuntimeInfo();
EditorGUILayout.Space(8);
DrawInitButton();
serializedObject.ApplyModifiedProperties();
}
#region Sections
void DrawShaderSection()
{
EditorGUILayout.LabelField("Shader 设置", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(isParticleBaseShader, new GUIContent("使用 NB Shader"));
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
_target.InitParticleBaseShaderToggle();
EditorUtility.SetDirty(_target);
}
// EditorGUI.BeginChangeCheck();
// EditorGUILayout.PropertyField(isPostProcessShader, new GUIContent("使用 后处理扭曲"));
// if (EditorGUI.EndChangeCheck())
// {
// serializedObject.ApplyModifiedProperties();
// // _target.InitPostProcessToggle();
// EditorUtility.SetDirty(_target);
// }
// if (isPostProcessShader.boolValue)
// {
// GUI.enabled = false;
// EditorGUILayout.PropertyField(postProcessingController);
// GUI.enabled = true;
// }
EditorGUILayout.PropertyField(propertyName, new GUIContent("Shader 属性名"));
}
void DrawAnimationSection()
{
EditorGUILayout.LabelField("序列帧设置", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(xSize, new GUIContent("横向帧数量"));
EditorGUILayout.PropertyField(ySize, new GUIContent("纵向帧数量"));
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
_target.Init();
EditorUtility.SetDirty(_target);
}
EditorGUILayout.Space(4);
EditorGUILayout.PropertyField(manualPlay, new GUIContent("手动控制播放"));
if (manualPlay.boolValue)
{
EditorGUILayout.PropertyField(manualPlayePos, new GUIContent("手动播放位置"));
}
else
{
EditorGUILayout.PropertyField(speed, new GUIContent("播放速度 fps"));
}
}
void DrawRuntimeInfo()
{
EditorGUILayout.LabelField("运行时信息", EditorStyles.boldLabel);
GUI.enabled = false;
EditorGUILayout.PropertyField(scaleOffset, new GUIContent("Tiling Offset"));
EditorGUILayout.PropertyField(mat, new GUIContent("Material"));
EditorGUILayout.PropertyField(frameIndex);
EditorGUILayout.PropertyField(frameCount);
GUI.enabled = true;
}
void DrawInitButton()
{
if (GUILayout.Button("初始化", GUILayout.Height(28)))
{
_target.Init();
EditorUtility.SetDirty(_target);
}
}
#endregion
}
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using System;
using UnityEngine;
// using Sirenix.OdinInspector;
// using Unity.Mathematics;
using UnityEngine.UI;
using System.Collections.Generic;
using NBShader;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class AnimationSheetHelper : MonoBehaviour,IMaterialModifier
{
public bool isParticleBaseShader = true;
public string propertyName = "_BaseMap_ST";
private int _propertyID;
private int _particleBaseAniBlendStPropertyID = Shader.PropertyToID("_BaseMap_AnimationSheetBlend_ST");
private int _particleBaseAniBlendIntensityPropertyID = Shader.PropertyToID("_AnimationSheetHelperBlendIntensity");
private W9ParticleShaderFlags _flags = new W9ParticleShaderFlags();
// [LabelText("序列帧图横向帧数量")]
// [OnValueChanged("Init")]
public int xSize = 4;
// [LabelText("序列帧图纵向帧数量")]
// [OnValueChanged("Init")]
public int ySize = 4;
// [LabelText("手动控制播放")]
public bool manualPlay = false;
// [ShowIf("manualPlay")]
// [LabelText("手动播放位置")] [Range(0, 1)]
public float manualPlayePos = 0;
// [LabelText("播放速度fps")]
// [HideIf("manualPlay")]
public float speed = 16;
// [ReadOnly]
// [LabelText("TillingOffset")]
public Vector4 scaleOffset;
// [ReadOnly]
public Material mat;
// [ReadOnly]
public int frameIndex;
// [ReadOnly]
public int frameCount;
private float _time;
private float _xScale;
private float _yScale;
private static List<Material> usedMaterialList = new List<Material>();
// // Start is called before the first frame update
// void Start()
// {
// Debug.Log( "ASUpadate_Start");
// Init();
// }
private void OnEnable()
{
// Debug.Log( "ASUpadate_OnEnable");
Init();
#if UNITY_EDITOR
EditorApplication.update += EditorUpdate;
#endif
}
private void OnDisable()
{
Init();
//清掉,避免参数保留。
if (isParticleBaseShader)
{
if (mat)
{
_flags.SetMaterial(mat);
_flags.ClearFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER,index:1);
}
}
if (usedMaterialList.Contains(mat))
{
usedMaterialList.Remove(mat);
}
#if UNITY_EDITOR
EditorApplication.update -= EditorUpdate;
#endif
}
// [Button("初始化")]
public void Init()
{
_time = 0;
if (xSize <= 0)
{
xSize = 1;
}
if (ySize <= 0)
{
ySize = 1;
}
frameCount = xSize * ySize;
_xScale = 1 / (float)xSize;
_yScale = 1 / (float)ySize;
// if (frameCount <= 0)
// {
// frameCount = 1;
// }
// scaleOffset = new Vector4(1f/(float)xSize,1f/ (float)ySize, 0, 0);
if (gameObject.TryGetComponent(out Graphic g))
{
if (Application.isPlaying)
{
mat = g.materialForRendering;
}
else
{
mat = g.material;
}
}
else if (gameObject.TryGetComponent(out Renderer r))
{
if (Application.isPlaying)
{
mat = r.material;
}
else
{
mat = r.sharedMaterial;
}
// Debug.Log("AS_GetRenderer:Mat--"+mat.name);
}
else
{
mat = null;
}
InitParticleBaseShaderToggle();
// InitPostProcessToggle();
_propertyID = Shader.PropertyToID(propertyName);
if (mat != null)
{
mat.SetVector(_propertyID,CalSt(0));
}
}
public void InitParticleBaseShaderToggle()
{
if (isParticleBaseShader)
{
_flags.SetMaterial(mat);
// Debug.Log(_flags.CheckFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_UIEFFECT_BASEMAP_MODE,index:1));
if(_flags.CheckFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_UIEFFECT_ON) && !_flags.CheckFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_UIEFFECT_BASEMAP_MODE,index:1))
{
propertyName = "_UI_MainTex_ST";
}
else
{
propertyName = "_BaseMap_ST";
}
if (mat)
{
_flags.SetMaterial(mat);
_flags.SetFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER,index:1);
}
}
// else
// {
// if (mat)
// {
// if (mat.shader.name == "Mh2/Effects/Particle_NiuBi")
// {
// _flags.SetMaterial(mat);
// _flags.ClearFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER,index:1);
// }
// }
// }
}
// public void InitPostProcessToggle()
// {
// if (isPostProcessShader)
// {
// TryGetComponent<PostProcessingController>(out postProcessingController);
// }
// else
// {
// postProcessingController = null;
// }
// }
// Update is called once per frame
private int _lastIndex;
private int _nextIndex = 1;
private float _blendLerp;
private void Update()
{
// if (!isPostProcessShader)//后处理控制不通过才知。
// {
// if(!mat || _propertyID==0) return;
// }
float frameIndexFloat;
if (manualPlay)
{
float playPos = Mathf.Repeat(manualPlayePos, 1f);
frameIndexFloat = playPos * frameCount;
}
else
{
if (!Application.isPlaying)
{
#if UNITY_EDITOR
_time += (float)editorDeltaTime * speed;
#endif
}
else
{
_time += Time.deltaTime * speed;
}
frameIndexFloat = _time % frameCount;
}
frameIndex = (int) frameIndexFloat;
if (frameIndex == frameCount)
{
frameIndex = frameCount - 1;
}
if (_lastIndex != frameIndex)
{
// if (isPostProcessShader)
// {
// postProcessingController.distortSpeedTexSt = CalSt(frameIndex);
// }
// else
// {
mat.SetVector(_propertyID,CalSt(frameIndex));
// }
_lastIndex = frameIndex;
_nextIndex = frameIndex + 1;
if (isParticleBaseShader)
{
mat.SetVector(_particleBaseAniBlendStPropertyID,CalSt(_nextIndex));
}
}
if (isParticleBaseShader)
{
_blendLerp = Mathf.Repeat(frameIndexFloat,1f);
mat.SetFloat(_particleBaseAniBlendIntensityPropertyID,_blendLerp);
}
}
public Material GetModifiedMaterial(Material baseMaterial)
{
if (usedMaterialList.Contains(baseMaterial))
{
//有可能打断UI合批,烦请客户端判断
Material newMat = Instantiate(baseMaterial);
mat = newMat;
usedMaterialList.Add(newMat);
}
else
{
mat = baseMaterial;
usedMaterialList.Add(baseMaterial);
}
return mat;
}
private Vector4 CalSt(int index)
{
float xOffset = (index % xSize)*_xScale;
float yOffset = (ySize - index / xSize -1)*_yScale;
return new Vector4(_xScale, _yScale, xOffset, yOffset);
}
#if UNITY_EDITOR
private double editorDeltaTime = 0;
private double lastEditorTime = 0;
void EditorUpdate()
{
if (lastEditorTime == 0)
{
lastEditorTime = EditorApplication.timeSinceStartup;
}
editorDeltaTime = EditorApplication.timeSinceStartup - lastEditorTime;
lastEditorTime = EditorApplication.timeSinceStartup;
if (!Application.isPlaying)
{
Update();
}
}
#endif
}
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using UnityEngine;
using UnityEngine.UI;
// using Sirenix.OdinInspector;
namespace NBShader
{
[ExecuteAlways]
public class NBShaderSpriteHelper : MonoBehaviour
{
public Sprite sprite;
// [ReadOnly]
public SpriteRenderer spRenderer;
// [ReadOnly]
public Image image;
[InspectorButton("初始化", "Init")] public bool ButtomInspector;
private Material mat;
// Start is called before the first frame update
void Start()
{
Init();
}
void Init()
{
if (TryGetComponent<SpriteRenderer>(out SpriteRenderer spr))
{
spRenderer = spr;
sprite = spr.sprite;
}
else
{
if (TryGetComponent<Image>(out Image im))
{
image = im;
sprite = im.sprite;
}
}
if (sprite)
{
Texture texture = sprite.texture;
Rect rect = sprite.textureRect;
// sharedMaterial.SetVector("_BaseMapReverseST",CalScaleOffset(spRenderer.sprite.textureRect,spRenderer.sprite.texture));
if (spRenderer)
{
if (Application.isPlaying)
{
mat = spRenderer.material;
}
else
{
mat = spRenderer.sharedMaterial;
}
}
else if (image)
{
mat = image.material;
}
if (mat && mat.shader.name == "Effects/NBShader")
{
mat.SetVector("_MainTex_Reverse_ST", CalScaleOffset(rect, texture));
Debug.Log(mat.name);
}
}
}
Vector4 CalScaleOffset(Rect textureRect, Texture texture)
{
//这是一个反向的scale offset。
//算法:如果原scale offset。转换后会是 scaleAfter= 1 / scale , offsetAfter = - offset/scale;
Vector2 scaleAfter = new Vector2(texture.width / textureRect.width, texture.height / textureRect.height);
Vector2 offsetAfter = new Vector2(-(textureRect.x / texture.width) * scaleAfter.x,
-(textureRect.y / texture.height) * scaleAfter.y);
Vector4 scaleOffset = new Vector4(scaleAfter.x, scaleAfter.y, offsetAfter.x, offsetAfter.y);
return scaleOffset;
}
}
}
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using UnityEngine;
namespace NBShader
{
public class W9ParticleShaderFlags : ShaderFlagsBase
{
public const string FlagsName = "_W9ParticleShaderFlags";
public static int FlagsId = Shader.PropertyToID(FlagsName);
public const string Flags1Name = "_W9ParticleShaderFlags1";
public static int Flags1Id = Shader.PropertyToID(Flags1Name);
public const string WrapFlagsName = "_W9ParticleShaderWrapFlags";
public static int WrapFlagsId = Shader.PropertyToID(WrapFlagsName);
public const string foldOutFlagName = "_W9ParticleShaderGUIFoldToggle";
public static int foldOutFlagId = Shader.PropertyToID(foldOutFlagName);
public const string foldOutFlagName1 = "_W9ParticleShaderGUIFoldToggle1";
public static int foldOutFlagId1 = Shader.PropertyToID(foldOutFlagName1);
public const string foldOutFlagName2 = "_W9ParticleShaderGUIFoldToggle2";
public static int foldOutFlagId2 = Shader.PropertyToID(foldOutFlagName2);
public const string colorChannelFlagName = "_W9ParticleShaderColorChannelFlag";
public static int colorChannelFlagId = Shader.PropertyToID(colorChannelFlagName);
public const string pNoiseBlendFlagName = "_W9ParticleShaderPNoiseBlendFlag";
public static int pNoiseBlendFlagId = Shader.PropertyToID(pNoiseBlendFlagName);
// public const string WrapFlags2Name = "_W9ParticleShaderWrapFlags2";
// public static int WrapFlags2Id = Shader.PropertyToID(WrapFlags2Name);
public override int GetShaderFlagsId(int index = 0)
{
switch (index)
{
case 0:
return FlagsId;
case 1:
return Flags1Id;
case 2:
return WrapFlagsId;
//FoldOut必须要紧挨着,因为按照Index去拿AnimBool
case 3:
return foldOutFlagId;
case 4:
return foldOutFlagId1;
case 5:
return foldOutFlagId2;
case 6:
return colorChannelFlagId;
case 7:
return pNoiseBlendFlagId;
// case 8:
// return WrapFlags2Id;
default:
return FlagsId;
}
}
protected override string GetShaderFlagsName(int index = 0)
{
switch (index)
{
case 0:
return FlagsName;
case 1:
return Flags1Name;
case 2:
return WrapFlagsName;
case 3:
return foldOutFlagName;
case 4:
return foldOutFlagName1;
case 5:
return colorChannelFlagName;
default:
return FlagsName;
}
}
public W9ParticleShaderFlags(Material material = null) : base(material)
{
}
public const int FLAG_BIT_SATURABILITY_ON = 1 << 0;
public const int FLAG_BIT_PARTICLE_NOISE_CHORATICABERRAT_WITH_NOISE = 1 << 1;
public const int FLAG_BIT_PARTICLE_FRESNEL_FADE_ON = 1 << 2;
public const int FLAG_BIT_PARTICLE_FRESNEL_COLOR_ON = 1 << 3;
public const int FLAG_BIT_PARTICLE_USETEXCOORD2 = 1 << 4;
public const int FLAG_BIT_PARTICLE_DISTANCEFADE_ON = 1 << 5;
public const int FLAG_BIT_PARTICLE_CHORATICABERRAT = 1 << 6;
public const int FLAG_BIT_PARTILCE_MASKMAPROTATIONANIMATION_ON = 1 << 7;
public const int FLAG_BIT_PARTICLE_POLARCOORDINATES_ON = 1 << 8;
public const int FLAG_BIT_PARTICLE_UTWIRL_ON = 1 << 9;
public const int FLAG_BIT_PARTICLE_LINEARTOGAMMA_ON = 1 << 10;
public const int FLAG_BIT_PARTICLE_FRESNEL_ON = 1 << 11;
public const int FLAG_BIT_PARTICLE_NOISEMAP_NORMALIZEED_ON = 1 << 12;
public const int FLAG_BIT_PARTICLE_FRESNEL_COLOR_AFFETCT_BY_ALPHA = 1 << 13;
public const int FLAG_BIT_PARTICLE_UIEFFECT_ON = 1 << 14;
public const int FLAG_BIT_PARTICLE_UNSCALETIME_ON = 1 << 15;
public const int FLAG_BIT_PARTICLE_SCRIPTABLETIME_ON = 1 << 16;
public const int FLAG_BIT_PARTICLE_CUSTOMDATA1_ON = 1 << 17;
public const int FLAG_BIT_PARTICLE_FRESNEL_INVERT_ON = 1 << 18;
public const int FLAG_BIT_HUESHIFT_ON = 1 << 19;
public const int FLAG_BIT_PARTICLE_CUSTOMDATA2_ON = 1 << 20;
public const int FLAG_BIT_PARTICLE_NORMALMAP_MASK_MODE = 1 << 21;
public const int FLAG_BIT_PARTICLE_COLOR_ADJUSTMENT_ONLY_AFFECT_MAINTEX = 1 << 22;
public const int FLAG_BIT_PARTICLE_RAMP_COLOR_MAP_MODE_ON = 1 << 23;
public const int FLAG_BIT_PARTICLE_RAMP_COLOR_BLEND_ADD = 1 << 24;
public const int FLAG_BIT_PARTICLE_COLOR_BLEND_ALPHA_MULTIPLY_MODE = 1 << 25;
public const int FLAG_BIT_PARTICLE_DISSOLVE_RAMP_MAP = 1 << 26;
public const int FLAG_BIT_PARTICLE_DISSOLVE_MASK = 1 << 27;
public const int FLAG_BIT_PARTICLE_BACKCOLOR = 1 << 28;
public const int FLAG_BIT_PARTICLE_COLOR_MULTI_ALPHA = 1 << 29;
public const int FLAG_BIT_PARTICLE_VERTEX_OFFSET_ON = 1 << 30;
public const int FLAG_BIT_PARTICLE_VERTEX_OFFSET_NORMAL_DIR = 1 << 31;
public const int FLAG_BIT_PARTICLE_1_DEPTH_OUTLINE = 1 << 0;
public const int FLAG_BIT_PARTICLE_1_PARALLAX_MAPPING = 1 << 1;
public const int FLAG_BIT_PARTICLE_1_MASKMAP_GRADIENT = 1 << 2;
public const int FLAG_BIT_PARTICLE_1_MASKMAP_2_GRADIENT = 1 << 3;
public const int FLAG_BIT_PARTICLE_1_MASKMAP_3_GRADIENT = 1 << 4;
public const int FLAG_BIT_PARTICLE_1_DISSOLVE_LINE_MASK = 1 << 5;
public const int FLAG_BIT_PARTICLE_1_DISSOLVE_RAMP_MULITPLY = 1 << 6;
public const int FLAG_BIT_PARTICLE_1_MASK_REFINE = 1 << 7;
public const int FLAG_BIT_PARTICLE_1_SCREEN_DISTORT_ALPHA_REFINE = 1 << 8;
public const int FLAG_BIT_PARTICLE_1_IGNORE_VERTEX_COLOR = 1 << 9;
public const int FLAG_BIT_PARTICLE_1_PROGRAM_NOISE_SIMPLE = 1 << 10;
public const int FLAG_BIT_PARTICLE_1_DISSOVLE_USE_RAMP = 1 << 11;
public const int FLAG_BIT_PARTICLE_1_MASK_MAP2 = 1 << 12;
public const int FLAG_BIT_PARTICLE_1_MASK_MAP3 = 1 << 13;
public const int FLAG_BIT_PARTICLE_1_NOISE_MASKMAP = 1 << 14;
public const int FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER = 1 << 15;
public const int FLAG_BIT_PARTICLE_1_PROGRAM_NOISE_VORONOI = 1 << 16;
public const int FLAG_BIT_PARTICLE_1_UIEFFECT_SPRITE_MODE = 1 << 17;
public const int FLAG_BIT_PARTICLE_1_USE_TEXCOORD1 = 1 << 18;
public const int FLAG_BIT_PARTICLE_1_USE_TEXCOORD2 = 1 << 19;
public const int FLAG_BIT_PARTICLE_1_CYLINDER_CORDINATE = 1 << 20;
public const int FLAG_BIT_PARTICLE_1_UV_FROM_MESH = 1 << 21; //3D条件下,如果不是来源于Mesh,就默认来源于粒子。
public const int FLAG_BIT_PARTICLE_1_UIEFFECT_BASEMAP_MODE = 1 << 22; //3D条件下,如果不是来源于Mesh,就默认来源于粒子。
public const int FLAG_BIT_PARTICLE_1_IS_PARTICLE_SYSTEM = 1 << 23; //3D条件下,如果不是来源于Mesh,就默认来源于粒子。
public const int FLAG_BIT_PARTICLE_1_MAINTEX_CONTRAST = 1 << 24;
public const int FLAG_BIT_PARTICLE_1_VERTEXOFFSET_START_FROM_ZERO = 1 << 25;
public const int FLAG_BIT_PARTICLE_1_VERTEXOFFSET_MASKMAP = 1 << 26;
public const int FLAG_BIT_PARTICLE_1_MAINTEX_COLOR_REFINE = 1 << 27;
public const int FLAG_BIT_PARTICLE_1_BUMP_TEX_UV_FOLLOW_MAINTEX = 1 << 28;
public const int FLAG_BIT_PARTICLE_1_SIXWAY_RAMPMAP = 1 << 29;
public const int FLAG_BIT_PARTICLE_1_MATCAP_MULTY_MODE = 1 << 30;
public const int FLAG_BIT_WRAPMODE_BASEMAP = 1 << 0;
public const int FLAG_BIT_WRAPMODE_MASKMAP = 1 << 1;
public const int FLAG_BIT_WRAPMODE_MASKMAP2 = 1 << 2;
public const int FLAG_BIT_WRAPMODE_NOISEMAP = 1 << 3;
public const int FLAG_BIT_WRAPMODE_EMISSIONMAP = 1 << 4;
public const int FLAG_BIT_WRAPMODE_DISSOLVE_MAP = 1 << 5;
public const int FLAG_BIT_WRAPMODE_DISSOLVE_MASKMAP = 1 << 6;
public const int FLAG_BIT_WRAPMODE_DISSOLVE_RAMPMAP = 1 << 7;
public const int FLAG_BIT_WRAPMODE_COLORBLENDMAP = 1 << 8;
public const int FLAG_BIT_WRAPMODE_VERTEXOFFSETMAP = 1 << 9;
public const int FLAG_BIT_WRAPMODE_PARALLAXMAPPINGMAP = 1 << 10;
public const int FLAG_BIT_WRAPMODE_MASKMAP3 = 1 << 11;
public const int FLAG_BIT_WRAPMODE_NOISE_MASKMAP = 1 << 12;
public const int FLAG_BIT_WRAPMODE_VERTEXOFFSET_MASKMAP = 1 << 13;
public const int FLAG_BIT_WRAPMODE_BUMPTEX = 1 << 14;
public const int FLAG_BIT_WRAPMODE_RAMP_COLOR_MAP = 1 << 15;
// public const int FLAG_BIT_WRAPMODE2_SHAREDUV = 1 << 0;
public const int foldOutBitMeshOption = 1 << 0;
public const int foldOutBitMainTexOption = 1 << 1;
public const int foldOutBitBaseOption = 1 << 2;
public const int foldOutBitFeatureOption = 1 << 3;
public const int foldOutBitBaseMap = 1 << 4;
public const int foldOutBitMask = 1 << 5;
public const int foldOutBitMaskMap = 1 << 6;
public const int foldOutBitMask2 = 1 << 7;
public const int foldOutBitMask3 = 1 << 8;
public const int foldOutBitTwril = 1 << 9;
public const int foldOutBitPolar = 1 << 10;
public const int foldOutBitHueShift = 1 << 11;
public const int foldOutBitSaturability = 1 << 12;
public const int foldOutBitDistanceFade = 1 << 13;
public const int foldOutBitSoftParticles = 1 << 14;
public const int foldOutBitMaskRotate = 1 << 15;
public const int foldOutBitNoise = 1 << 16;
public const int foldOutBitNoiseMap = 1 << 17;
public const int foldOutBitNoiseMaskToggle = 1 << 18;
public const int foldOutBitEmission = 1 << 19;
public const int foldOutBitDistortionChoraticaberrat = 1 << 20;
public const int foldOutDissolve = 1 << 21;
public const int foldOutDissolveMap = 1 << 22;
public const int foldOutProgramNoise = 1 << 23;
public const int foldOutDissolveRampMap = 1 << 24;
public const int foldOutDissolveMask = 1 << 25;
public const int foldOutColorBlend = 1 << 26;
public const int foldOutFresnel = 1 << 27;
public const int foldOutDepthOutline = 1 << 28;
public const int foldOutVertexOffset = 1 << 29;
public const int foldOutParallexMapping = 1 << 30;
// public const int foldOutBit1Portal= 1 << 31;
public const int foldOutBit1UVModeMainTex = 1 << 0;
public const int foldOutBit1UVModeMaskMap = 1 << 1;
public const int foldOutBit1UVModeMaskMap2 = 1 << 2;
public const int foldOutBit1UVModeMaskMap3 = 1 << 3;
public const int foldOutBit1UVModeNoiseMap = 1 << 4;
public const int foldOutBit1UVModeNoiseMaskMap = 1 << 5;
public const int foldOutBit1UVModeEmissionMap = 1 << 6;
public const int foldOutBit1UVModeDissolveMap = 1 << 7;
public const int foldOutBit1UVModeDissolveMaskMap = 1 << 8;
public const int foldOutBit1UVModeColorBlendMap = 1 << 9;
public const int foldOutBit1UVModeVertexOffsetMap = 1 << 10;
public const int foldOutBit1UVModeVertexOffsetMaskMap = 1 << 11;
public const int foldOutBit1UVModeBumpTex = 1 << 12;
public const int foldOutBit1UVModeRampColorMap = 1 << 13;
public const int foldOutBit1UVModeProgramNoise = 1 << 14;
//留一些位置给以后可能会增加的贴图。
public const int foldOutBit1Portal = 1 << 20;
public const int foldOutBit1ZOffset = 1 << 21;
public const int foldOutBit1CustomStencilTest = 1 << 22;
public const int foldOutBit1TaOption = 1 << 23;
public const int foldOutBit1MianTexContrast = 1 << 24;
public const int foldOutBit1VertexOffsetMask = 1 << 25;
public const int foldOutBit1MainTexColorRefine = 1 << 26;
public const int foldOutBit1LightOption = 1 << 27;
public const int foldOutBit1ShaderKeyword = 1 << 28;
public const int foldOutBit1BumpTex = 1 << 29;
public const int foldOutBit2BumpTexToggle = 1 << 0;
public const int foldOutBit2MatCapToggle = 1 << 1;
public const int foldOutBit2RampColor = 1 << 2;
public const int foldOutBit2DissolveLine = 1 << 3;
public const int foldOutBit2BaseBackColor = 1 << 4;
public const int foldOutBit2MaskRefine = 1 << 5;
public const int foldOutBit2ScreenDistortAlphaRefine = 1 << 6;
public const int foldOutBit2ProgramNoiseSimple = 1 << 7;
public const int foldOutBit2ProgramNoiseVoronoi = 1 << 8;
public const int foldOutBit2ColorAdjustment = 1 << 9;
public const int foldOutBit2SharedUV = 1 << 10;
public const int foldOutBit2SharedUVMode = 1 << 11;
#region CustomDataCodes
public const string CustomDataFlag0Name = "_W9ParticleCustomDataFlag0";
public const string CustomDataFlag1Name = "_W9ParticleCustomDataFlag1";
public const string CustomDataFlag2Name = "_W9ParticleCustomDataFlag2";
public const string CustomDataFlag3Name = "_W9ParticleCustomDataFlag3";
public static int CustomDataFlag0Id = Shader.PropertyToID(CustomDataFlag0Name);
public static int CustomDataFlag1Id = Shader.PropertyToID(CustomDataFlag1Name);
public static int CustomDataFlag2Id = Shader.PropertyToID(CustomDataFlag2Name);
public static int CustomDataFlag3Id = Shader.PropertyToID(CustomDataFlag3Name);
public enum CutomDataComponent
{
Off,
CustomData1X,
CustomData1Y,
CustomData1Z,
CustomData1W,
CustomData2X,
CustomData2Y,
CustomData2Z,
CustomData2W,
UnKnownOrMixed = -1
}
public const int FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_X = 0 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_Y = 1 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_DISSOLVE_INTENSITY = 2 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_HUESHIFT = 3 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_X = 4 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_Y = 5 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_FRESNEL_OFFSET = 6 * 4;
public const int FLAGBIT_POS_0_CUSTOMDATA_CHORATICABERRAT_INTENSITY = 7 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_X = 0 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_Y = 1 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_NOISE_INTENSITY = 2 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_SATURATE = 3 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_X = 4 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_Y = 5 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_VERTEXOFFSET_INTENSITY = 6 * 4;
public const int FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_MASK_INTENSITY = 7 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_X = 0 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_Y = 1 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_X = 2 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_Y = 3 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_X = 4 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_Y = 5 * 4;
public const int FLAGBIT_POS_2_CUSTOMDATA_MAINTEX_CONTRAST = 6 * 4;
//---->这里还有一个坑可以用哦
public const int FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_X = 0 * 4;
public const int FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_Y = 1 * 4;
public const int FLAGBIT_POS_3_CUSTOMDATA_SHARED_UV_OFFSET_X = 2 * 4;
public const int FLAGBIT_POS_3_CUSTOMDATA_SHARED_UV_OFFSET_Y = 3 * 4;
public const int isCustomDataBit = 1 << 3;
public const int Data12Bit = 1 << 2; //true CustomData1 / false CustomData2
public const int DataXYorZWBit = 1 << 1; //true xy / false zw
public const int DataXZorYWBit = 1 << 0; //true xz / false yw
public const int CustomData1XBit = isCustomDataBit | Data12Bit | DataXYorZWBit | DataXZorYWBit;
public const int CustomData1YBit = isCustomDataBit | Data12Bit | DataXYorZWBit;
public const int CustomData1ZBit = isCustomDataBit | Data12Bit | DataXZorYWBit;
public const int CustomData1WBit = isCustomDataBit | Data12Bit;
public const int CustomData2XBit = isCustomDataBit | DataXYorZWBit | DataXZorYWBit;
public const int CustomData2YBit = isCustomDataBit | DataXYorZWBit;
public const int CustomData2ZBit = isCustomDataBit | DataXZorYWBit;
public const int CustomData2WBit = isCustomDataBit;
private int GetCustomDataFlagID(int dataIndex)
{
switch (dataIndex)
{
case 0:
return CustomDataFlag0Id;
case 1:
return CustomDataFlag1Id;
case 2:
return CustomDataFlag2Id;
case 3:
return CustomDataFlag3Id;
}
return 0;
}
public string GetCustomDataFlagPropertyName(int dataIndex)
{
switch (dataIndex)
{
case 0:
return CustomDataFlag0Name;
case 1:
return CustomDataFlag1Name;
case 2:
return CustomDataFlag2Name;
case 3:
return CustomDataFlag3Name;
}
return null;
}
public CutomDataComponent GetCustomDataFlag(int dataBitPos, int dataIndex)
{
int bit = material.GetInteger(GetCustomDataFlagID(dataIndex));
bit = bit >> dataBitPos;
bit &= 15; // binary 1111
if ((bit & isCustomDataBit) == 0)
{
return CutomDataComponent.Off;
}
else if (bit == CustomData1XBit)
{
return CutomDataComponent.CustomData1X;
}
else if (bit == CustomData1YBit)
{
return CutomDataComponent.CustomData1Y;
}
else if (bit == CustomData1ZBit)
{
return CutomDataComponent.CustomData1Z;
}
else if (bit == CustomData1WBit)
{
return CutomDataComponent.CustomData1W;
}
else if (bit == CustomData2XBit)
{
return CutomDataComponent.CustomData2X;
}
else if (bit == CustomData2YBit)
{
return CutomDataComponent.CustomData2Y;
}
else if (bit == CustomData2ZBit)
{
return CutomDataComponent.CustomData2Z;
}
else if (bit == CustomData2WBit)
{
return CutomDataComponent.CustomData2W;
}
else
{
}
Debug.Log("不可能存在的情况");
return CutomDataComponent.Off;
}
public void SetCustomDataFlag(CutomDataComponent cutomDataComponent, int dataBitPos, int dataIndex)
{
int bit = 0;
switch (cutomDataComponent)
{
case CutomDataComponent.Off:
bit = 0;
break;
case CutomDataComponent.CustomData1X:
bit = CustomData1XBit;
break;
case CutomDataComponent.CustomData1Y:
bit = CustomData1YBit;
break;
case CutomDataComponent.CustomData1Z:
bit = CustomData1ZBit;
break;
case CutomDataComponent.CustomData1W:
bit = CustomData1WBit;
break;
case CutomDataComponent.CustomData2X:
bit = CustomData2XBit;
break;
case CutomDataComponent.CustomData2Y:
bit = CustomData2YBit;
break;
case CutomDataComponent.CustomData2Z:
bit = CustomData2ZBit;
break;
case CutomDataComponent.CustomData2W:
bit = CustomData2WBit;
break;
}
bit = bit << dataBitPos;
int clearBit = ~(15 << dataBitPos); //~ (1111 << dataBitPos)
int materialBit = material.GetInteger(GetCustomDataFlagID(dataIndex));
materialBit = materialBit & clearBit;
materialBit = materialBit | bit;
material.SetInteger(GetCustomDataFlagID(dataIndex), materialBit);
}
public bool IsCustomDataOn()
{
int prop0Flag = material.GetInteger(CustomDataFlag0Id);
int prop1Flag = material.GetInteger(CustomDataFlag1Id);
int prop2Flag = material.GetInteger(CustomDataFlag2Id);
int prop3Flag = material.GetInteger(CustomDataFlag3Id);
uint dataOnBit = 0b_1000_1000_1000_1000_1000_1000_1000_1000; //10001000100010001000100010001000;
return ((prop0Flag & dataOnBit) > 0) || ((prop1Flag & dataOnBit) > 0) || ((prop2Flag & dataOnBit) > 0) ||
((prop3Flag & dataOnBit) > 0);
}
bool CheckCustomData(int dataIndex, int flagIndex)
{
int flagID = 0;
switch (flagIndex)
{
case 0:
flagID = CustomDataFlag0Id;
break;
case 1:
flagID = CustomDataFlag1Id;
break;
case 2:
flagID = CustomDataFlag2Id;
break;
case 3:
flagID = CustomDataFlag3Id;
break;
}
int flag = material.GetInteger(flagID);
int i = 0;
while (i < 8)
{
int bit = flag >> (4 * i);
if (dataIndex == 1)
{
if ((bit & 0b_1000) > 0 && (bit & 0b_0100) > 0)
{
return true;
}
}
else if (dataIndex == 2)
{
if ((bit & 0b_1000) > 0 && (bit & 0b_0100) == 0)
{
return true;
}
}
i += 1;
}
return false;
}
public bool IsCustomData1On()
{
if (!IsCustomDataOn())
{
return false;
}
bool isCustomData1On = false;
isCustomData1On |= CheckCustomData(1, 0);
isCustomData1On |= CheckCustomData(1, 1);
isCustomData1On |= CheckCustomData(1, 2);
isCustomData1On |= CheckCustomData(1, 3);
return isCustomData1On;
}
public bool IsCustomData2On()
{
if (!IsCustomDataOn())
{
return false;
}
bool isCustomData1On = false;
isCustomData1On |= CheckCustomData(2, 0);
isCustomData1On |= CheckCustomData(2, 1);
isCustomData1On |= CheckCustomData(2, 2);
isCustomData1On |= CheckCustomData(2, 3);
return isCustomData1On;
}
#endregion
public const string UVModeFlag0Name = "_UVModeFlag0";
public const string UVModeFlagType0Name = "_UVModeFlagType0";
public static int UVModeFlag0PropID = Shader.PropertyToID(UVModeFlag0Name);
public static int UVModeFlagType0PropID = Shader.PropertyToID(UVModeFlagType0Name);
public string GetUVModePropName(int dataIndex)
{
switch (dataIndex)
{
case 0:
return UVModeFlag0Name;
}
return null;
}
public enum UVMode
{
DefaultUVChannel, //0 0b_00 modeIndex 00
SpecialUVChannel, //1 0b_01 modeIndex 00
PolarOrTwirl, //2 0b_10 modeIndex 00
Cylinder, //3 0b_11 modeIndex 00
MainTex, //0 0b_00 modeIndex 01
ScreenUV, //1 0b_01 modeIndex 01
WorldPos, //2 0b_10 modeIndex 01
ObjectPos, //3 0b_11 modeIndex 01
CommonUV, //0 0b_00 modeIndex 10
UnknownOrMixed = -1
}
public const int FLAG_BIT_UVMODE_POS_0_MAINTEX = 0 * 2;
public const int FLAG_BIT_UVMODE_POS_0_MASKMAP = 1 * 2;
public const int FLAG_BIT_UVMODE_POS_0_MASKMAP_2 = 2 * 2;
public const int FLAG_BIT_UVMODE_POS_0_MASKMAP_3 = 3 * 2;
public const int FLAG_BIT_UVMODE_POS_0_NOISE_MAP = 4 * 2;
public const int FLAG_BIT_UVMODE_POS_0_NOISE_MASK_MAP = 5 * 2;
public const int FLAG_BIT_UVMODE_POS_0_EMISSION_MAP = 6 * 2;
public const int FLAG_BIT_UVMODE_POS_0_DISSOLVE_MAP = 7 * 2;
public const int FLAG_BIT_UVMODE_POS_0_DISSOLVE_MASK_MAP = 8 * 2;
public const int FLAG_BIT_UVMODE_POS_0_COLOR_BLEND_MAP = 9 * 2;
public const int FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MAP = 10 * 2;
public const int FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MASKMAP = 11 * 2;
public const int FLAG_BIT_UVMODE_POS_0_BUMPMAP = 12 * 2;
public const int FLAG_BIT_UVMODE_POS_0_RAMP_COLOR_MAP = 13 * 2;
public const int FLAG_BIT_UVMODE_POS_0_PROGRAM_NOISE = 14 * 2;
public const int FLAG_BIT_UVMODE_POS_0_SHAREDUV = 15 * 2;
public void GetUVModeFlagPropID(int flagIndex, out int flagID, out int flagTypeID)
{
switch (flagIndex)
{
case 0:
flagID = UVModeFlag0PropID;
flagTypeID = UVModeFlagType0PropID;
return;
}
flagID = 0;
flagTypeID = 0;
}
public void SetUVMode(UVMode mode, int uvModePos, int flagIndex = 0)
{
GetUVModeFlagPropID(flagIndex, out int uvModeFlagPropId, out int uvModeFlagTypePropId);
int uvModeFlag = material.GetInteger(uvModeFlagPropId);
int uvModeFlagType = material.GetInteger(uvModeFlagTypePropId);
int clearFlag = 0b_11 << uvModePos;
clearFlag = ~ clearFlag;
uvModeFlag &= clearFlag;
int modeBit = (int)mode % 4 << uvModePos;
uvModeFlag |= modeBit;
uvModeFlagType &= clearFlag;
int typeBit = (int)mode / 4 << uvModePos;
uvModeFlagType |= typeBit;
material.SetInteger(uvModeFlagPropId, uvModeFlag);
material.SetInteger(uvModeFlagTypePropId, uvModeFlagType);
}
public UVMode GetUVMode(int uvModePos, int flagIndex = 0)
{
GetUVModeFlagPropID(flagIndex, out int uvModeFlagPropId, out int uvModeFlagTypePropId);
int uvModeFlag = material.GetInteger(uvModeFlagPropId);
uvModeFlag = uvModeFlag >> uvModePos;
uvModeFlag &= 0b_11;
int uvModeFlagType = material.GetInteger(uvModeFlagTypePropId);
uvModeFlagType = uvModeFlagType >> uvModePos;
uvModeFlagType &= 0b_11;
return (UVMode)(uvModeFlag + 4 * uvModeFlagType);
}
public bool CheckIsUVModeOn(UVMode mode)
{
uint uvModeFlag0 = (uint)material.GetInteger(UVModeFlag0PropID);
uint uvModeFlagType0 = (uint)material.GetInteger(UVModeFlagType0PropID);
uint uvModeflagBit = (uint)mode % 4;
uint uvModeflagTypeBit = (uint)mode / 4;
bool isUvMode = false;
for (int i = 0; i < 16; i++)
{
uint checkflagBit = uvModeFlag0 >> (i * 2);
checkflagBit = checkflagBit & 0b_11;
uint checkflagTypeBit = uvModeflagTypeBit >> (i * 2);
checkflagTypeBit = checkflagTypeBit & 0b_11;
if (checkflagBit == uvModeflagBit && checkflagTypeBit == uvModeflagTypeBit)
{
isUvMode = true;
break;
}
}
return isUvMode;
}
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MAINTEX_ALPHA = 0 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP1 = 1 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP2 = 2 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP3 = 3 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_NOISE_MASK = 4 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_DISSOLVE_MAP = 5 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_DISSOLVE_MASK_MAP = 6 * 2;
public const int FLAG_BIT_COLOR_CHANNEL_POS_0_RAMP_COLOR_MAP = 7 * 2;
public enum ColorChannel
{
X,
Y,
Z,
W,
UnKnownOrMixedValue
}
public void SetColorChanel(ColorChannel channel, int colorChannelFlagPos)
{
int colorChannelFlag = material.GetInteger(colorChannelFlagId);
int clearFlag = 0b_11 << colorChannelFlagPos;
clearFlag = ~ clearFlag;
colorChannelFlag &= clearFlag;
int channelBit = (int)channel << colorChannelFlagPos;
colorChannelFlag |= channelBit;
material.SetInteger(colorChannelFlagId, colorChannelFlag);
}
public ColorChannel GetColorChanel(int colorChannelFlagPos)
{
int colorChannelFlag = material.GetInteger(colorChannelFlagId);
colorChannelFlag = colorChannelFlag >> colorChannelFlagPos;
colorChannelFlag &= 0b_11;
return (ColorChannel)colorChannelFlag;
}
public const int FLAG_BIT_PNOISE_BLEND_POS_0_BASE_BLEND = 0 * 3;
public const int FLAG_BIT_PNOISE_BLEND_POS_0_MASK = 1 * 3;
public const int FLAG_BIT_PNOISE_BLEND_POS_0_DISSOLVE = 2 * 3;
public const int FLAG_BIT_PNOISE_BLEND_POS_0_DISTORT = 3 * 3;
public const int FLAG_BIT_PNOISE_BLEND_POS_0_MAINTEX = 4 * 3;
public enum PNoiseBlendMode
{
NotUse = 0,
Multiply = 1,
Min = 2,
HardLight = 3,
UnKnownOrMixedValue = -1
//后续看看要不要更多吧
}
public void SetPNoiseBlendMode(PNoiseBlendMode mode, int pNoiseBlendModeFlagPos)
{
int pNoiseBlendFlag = material.GetInteger(pNoiseBlendFlagId);
int blendMode = (int)mode;
if (blendMode < 0) return;
int clearFlag = 0b_111 << pNoiseBlendModeFlagPos;
clearFlag = ~clearFlag;
pNoiseBlendFlag &= clearFlag;
int pNoiseBlendBit = blendMode << pNoiseBlendModeFlagPos;
//先不考虑超过4个选项(2bit)的情况
pNoiseBlendFlag |= pNoiseBlendBit;
material.SetInteger(pNoiseBlendFlagId, pNoiseBlendFlag);
}
public PNoiseBlendMode GetPNoiseBlendMode(int pNoiseBlendModeFlagPos)
{
int pNoiseBlendFlag = material.GetInteger(pNoiseBlendFlagId);
pNoiseBlendFlag = pNoiseBlendFlag >> pNoiseBlendModeFlagPos;
pNoiseBlendFlag &= 0b_111;
//先不考虑超过4个选项(2bit)的情况
return (PNoiseBlendMode)pNoiseBlendFlag;
}
}
}
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#ifndef EFFECT_FLAGS
#define EFFECT_FLAGS
#define FLAG_BIT_SATURABILITY_ON (1 << 0)
#define FLAG_BIT_PARTICLE_NOISE_CHORATICABERRAT_WITH_NOISE (1 << 1)
#define FLAG_BIT_PARTICLE_FRESNEL_FADE_ON (1 << 2)
#define FLAG_BIT_PARTICLE_FRESNEL_COLOR_ON (1 << 3)
#define FLAG_BIT_PARTICLE_USETEXCOORD2 (1 << 4)
#define FLAG_BIT_PARTICLE_DISTANCEFADE_ON (1 << 5)
#define FLAG_BIT_PARTICLE_CHORATICABERRAT (1 << 6)
#define FLAG_BIT_PARTILCE_MASKMAPROTATIONANIMATION_ON (1 << 7)
#define FLAG_BIT_PARTICLE_POLARCOORDINATES_ON (1 << 8)
#define FLAG_BIT_PARTICLE_UTWIRL_ON (1 << 9)
#define FLAG_BIT_PARTICLE_LINEARTOGAMMA_ON (1 << 10)
#define FLAG_BIT_PARTICLE_FRESNEL_ON (1 << 11)
#define FLAG_BIT_PARTICLE_NOISEMAP_NORMALIZEED_ON (1 << 12)
#define FLAG_BIT_PARTICLE_FRESNEL_COLOR_AFFETCT_BY_ALPHA (1 << 13)
#define FLAG_BIT_PARTICLE_UIEFFECT_ON (1 << 14)
#define FLAG_BIT_PARTICLE_UNSCALETIME_ON (1 << 15)
#define FLAG_BIT_PARTICLE_SCRIPTABLETIME_ON (1 << 16)
#define FLAG_BIT_PARTICLE_CUSTOMDATA1_ON (1 << 17)
#define FLAG_BIT_PARTICLE_FRESNEL_INVERT_ON (1 << 18)
#define FLAG_BIT_HUESHIFT_ON (1 << 19)
#define FLAG_BIT_PARTICLE_CUSTOMDATA2_ON (1 << 20)
#define FLAG_BIT_PARTICLE_NORMALMAP_MASK_MODE (1 << 21)
#define FLAG_BIT_PARTICLE_COLOR_ADJUSTMENT_ONLY_AFFECT_MAINTEX (1 << 22)
#define FLAG_BIT_PARTICLE_RAMP_COLOR_MAP_MODE_ON (1 << 23)
#define FLAG_BIT_PARTICLE_RAMP_COLOR_BLEND_ADD (1 << 24)
#define FLAG_BIT_PARTICLE_COLOR_BLEND_ALPHA_MULTIPLY_MODE (1 << 25)
#define FLAG_BIT_PARTICLE_DISSOLVE_RAMP_MAP (1 << 26)
#define FLAG_BIT_PARTICLE_DISSOLVE_MASK (1 << 27)
#define FLAG_BIT_PARTICLE_BACKCOLOR (1 << 28)
#define FLAG_BIT_PARTICLE_COLOR_MULTI_ALPHA (1 << 29)
#define FLAG_BIT_PARTICLE_VERTEX_OFFSET_ON (1 << 30)
#define FLAG_BIT_PARTICLE_VERTEX_OFFSET_NORMAL_DIR (1 << 31)
// uint _W9ParticleShaderFlags;
#define FLAG_BIT_PARTICLE_1_DEPTH_OUTLINE (1 << 0)
#define FLAG_BIT_PARTICLE_1_PARALLAX_MAPPING (1 << 1)
#define FLAG_BIT_PARTICLE_1_MASKMAP_GRADIENT (1 << 2)
#define FLAG_BIT_PARTICLE_1_MASKMAP_2_GRADIENT (1 << 3)
#define FLAG_BIT_PARTICLE_1_MASKMAP_3_GRADIENT (1 << 4)
#define FLAG_BIT_PARTICLE_1_DISSOLVE_LINE_MASK (1 << 5)
#define FLAG_BIT_PARTICLE_1_DISSOLVE_RAMP_MULITPLY (1 << 6)
#define FLAG_BIT_PARTICLE_1_MASK_REFINE (1 << 7)
#define FLAG_BIT_PARTICLE_1_SCREEN_DISTORT_ALPHA_REFINE (1 << 8)
#define FLAG_BIT_PARTICLE_1_IGNORE_VERTEX_COLOR (1 << 9)
#define FLAG_BIT_PARTICLE_1_PROGRAM_NOISE_SIMPLE (1 << 10)
#define FLAG_BIT_PARTICLE_1_DISSOVLE_USE_RAMP (1 << 11)
#define FLAG_BIT_PARTICLE_1_MASK_MAP2 (1 << 12)
#define FLAG_BIT_PARTICLE_1_MASK_MAP3 (1 << 13)
#define FLAG_BIT_PARTICLE_1_NOISE_MASKMAP (1 << 14)
#define FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER (1 << 15)
#define FLAG_BIT_PARTICLE_1_PROGRAM_NOISE_VORONOI (1 << 16)
#define FLAG_BIT_PARTICLE_1_UIEFFECT_SPRITE_MODE (1 << 17)
#define FLAG_BIT_PARTICLE_1_USE_TEXCOORD1 (1 << 18)
#define FLAG_BIT_PARTICLE_1_USE_TEXCOORD2 (1 << 19)
#define FLAG_BIT_PARTICLE_1_CYLINDER_CORDINATE (1 << 20)
#define FLAG_BIT_PARTICLE_1_UV_FROM_MESH (1 << 21)
#define FLAG_BIT_PARTICLE_1_UIEFFECT_BASEMAP_MODE (1 << 22)
#define FLAG_BIT_PARTICLE_1_IS_PARTICLE_SYSTEM (1 << 23)
#define FLAG_BIT_PARTICLE_1_MAINTEX_CONTRAST (1 << 24)
#define FLAG_BIT_PARTICLE_1_VERTEXOFFSET_START_FROM_ZERO (1 << 25)
#define FLAG_BIT_PARTICLE_1_VERTEXOFFSET_MASKMAP (1 << 26)
#define FLAG_BIT_PARTICLE_1_MAINTEX_COLOR_REFINE (1 << 27)
#define FLAG_BIT_PARTICLE_1_BUMP_TEX_UV_FOLLOW_MAINTEX (1 << 28)
#define FLAG_BIT_PARTICLE_1_SIXWAY_RAMPMAP (1 << 29)
#define FLAG_BIT_PARTICLE_1_MATCAP_MULTY_MODE (1 << 30)
//WrapMode不能够超过16位(因为会占用x和x+16两个bit位)
#define FLAG_BIT_WRAPMODE_BASEMAP (1 << 0)
#define FLAG_BIT_WRAPMODE_MASKMAP (1 << 1)
#define FLAG_BIT_WRAPMODE_MASKMAP2 (1 << 2)
#define FLAG_BIT_WRAPMODE_NOISEMAP (1 << 3)
#define FLAG_BIT_WRAPMODE_EMISSIONMAP (1 << 4)
#define FLAG_BIT_WRAPMODE_DISSOLVE_MAP (1 << 5)
#define FLAG_BIT_WRAPMODE_DISSOLVE_MASKMAP (1 << 6)
#define FLAG_BIT_WRAPMODE_DISSOLVE_RAMPMAP (1 << 7)
#define FLAG_BIT_WRAPMODE_COLORBLENDMAP (1 << 8)
#define FLAG_BIT_WRAPMODE_VERTEXOFFSETMAP (1 << 9)
#define FLAG_BIT_WRAPMODE_PARALLAXMAPPINGMAP (1 << 10)
#define FLAG_BIT_WRAPMODE_MASKMAP3 (1 << 11)
#define FLAG_BIT_WRAPMODE_NOISE_MASKMAP (1 << 12)
#define FLAG_BIT_WRAPMODE_VERTEXOFFSET_MASKMAP (1 << 13)
#define FLAG_BIT_WRAPMODE_BUMPTEX (1 << 14)
#define FLAG_BIT_WRAPMODE_RAMP_COLOR_MAP (1 << 15)
#define FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_X (0*4)
#define FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_Y (1*4)
#define FLAGBIT_POS_0_CUSTOMDATA_DISSOLVE_INTENSITY (2*4)
#define FLAGBIT_POS_0_CUSTOMDATA_HUESHIFT (3*4)
#define FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_X (4*4)
#define FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_Y (5*4)
#define FLAGBIT_POS_0_CUSTOMDATA_FRESNEL_OFFSET (6*4)
#define FLAGBIT_POS_0_CUSTOMDATA_CHORATICABERRAT_INTENSITY (7*4)
#define FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_X (0*4)
#define FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_Y (1*4)
#define FLAGBIT_POS_1_CUSTOMDATA_NOISE_INTENSITY (2*4)
#define FLAGBIT_POS_1_CUSTOMDATA_SATURATE (3*4)
#define FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_X (4*4)
#define FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_Y (5*4)
#define FLAGBIT_POS_1_CUSTOMDATA_VERTEXOFFSET_INTENSITY (6*4)
#define FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_MASK_INTENSITY (7*4)
#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_X (0*4)
#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_Y (1*4)
#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_X (2*4)
#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_Y (3*4)
#define FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_X (4*4)
#define FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_Y (5*4)
#define FLAGBIT_POS_2_CUSTOMDATA_MAINTEX_CONTRAST (6*4)
//---->这里还有一个坑可以用哦
#define FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_X (0*4)
#define FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_Y (1*4)
#define FLAGBIT_POS_3_CUSTOMDATA_SHARED_UV_OFFSET_X (2*4)
#define FLAGBIT_POS_3_CUSTOMDATA_SHARED_UV_OFFSET_Y (3*4)
#define isCustomDataBit (1 << 3)
#define Data12Bit (1 << 2)
#define DataXYorZWBit (1 << 1)
#define DataXZorYWBit (1 << 0)
#define FLAG_BIT_UVMODE_POS_0_MAINTEX (0*2)
#define FLAG_BIT_UVMODE_POS_0_MASKMAP (1*2)
#define FLAG_BIT_UVMODE_POS_0_MASKMAP_2 (2*2)
#define FLAG_BIT_UVMODE_POS_0_MASKMAP_3 (3*2)
#define FLAG_BIT_UVMODE_POS_0_NOISE_MAP (4*2)
#define FLAG_BIT_UVMODE_POS_0_NOISE_MASK_MAP (5*2)
#define FLAG_BIT_UVMODE_POS_0_EMISSION_MAP (6*2)
#define FLAG_BIT_UVMODE_POS_0_DISSOLVE_MAP (7*2)
#define FLAG_BIT_UVMODE_POS_0_DISSOLVE_MASK_MAP (8*2)
#define FLAG_BIT_UVMODE_POS_0_COLOR_BLEND_MAP (9*2)
#define FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MAP (10*2)
#define FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MASKMAP (11*2)
#define FLAG_BIT_UVMODE_POS_0_BUMPTEX (12*2)
#define FLAG_BIT_UVMODE_POS_0_RAMP_COLOR_MAP (13*2)
#define FLAG_BIT_UVMODE_POS_0_PROGRAM_NOISE (14*2)
#define FLAG_BIT_UVMODE_POS_0_SHAREDUV (15*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_MAINTEX_ALPHA (0*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP1 (1*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP2 (2*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP3 (3*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_NOISE_MASK (4*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_DISSOLVE_MAP (5*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_DISSOLVE_MASK_MAP (6*2)
#define FLAG_BIT_COLOR_CHANNEL_POS_0_RAMP_COLOR_MAP (7*2)
float GetCustomData(uint flagProperty,int flagPos,float orignValue,half4 cutstomData1,half4 customData2)
{
uint bit = flagProperty >> flagPos;
// bit &= 15;// binary 1111 这一步可能是没必要的。
UNITY_BRANCH
if((bit & isCustomDataBit) == 0)
{
return orignValue;
}
else
{
half4 customData = 0;
if((bit & Data12Bit))
{
customData = cutstomData1;
}
else
{
customData = customData2;
}
if(bit & DataXYorZWBit)
{
if(bit & DataXZorYWBit)
{
return customData.x;
}
else
{
return customData.y;
}
}
else
{
if(bit & DataXZorYWBit)
{
return customData.z;
}
else
{
return customData.w;
}
}
}
return 999;//提示错误
}
struct BaseUVs
{
float2 defaultUVChannel;
float2 specialUVChannel;
float2 uvAfterTwirlPolar;
float2 cylinderUV;
float2 mainTexUV;
float2 screenUV;
float2 worldPosUV;
float2 objectPosUV;
float2 sharedUV;
};
float2 GetUVByUVMode(uint flagProperty,uint flagTypeProperty,int flagPos,BaseUVs baseUVs)
{
flagProperty = flagProperty >> flagPos;
flagProperty &= 3;
flagTypeProperty = flagTypeProperty >> flagPos;
flagTypeProperty &= 3;
switch (flagTypeProperty)
{
case 0:
switch(flagProperty)
{
case 0:
return baseUVs.defaultUVChannel;
case 1:
return baseUVs.specialUVChannel;
case 2:
return baseUVs.uvAfterTwirlPolar;
case 3:
return baseUVs.cylinderUV;
default:
return baseUVs.defaultUVChannel;
}
case 1:
switch(flagProperty)
{
case 0:
return baseUVs.mainTexUV;
case 1:
return baseUVs.screenUV;
case 2:
return baseUVs.worldPosUV;
case 3:
return baseUVs.objectPosUV;
default:
return baseUVs.defaultUVChannel;
}
case 2:
switch(flagProperty)
{
case 0:
return baseUVs.sharedUV;
default:
return baseUVs.defaultUVChannel;
}
default:
return baseUVs.defaultUVChannel;
}
}
half Blend_HardLight(half Base, half Blend)
{
half result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
half result2 = 2.0 * Base * Blend;
half zeroOrOne = step(Blend, 0.5);
half Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
return Out;
}
#define FLAG_BIT_PNOISE_BLEND_POS_0_BASE_BLEND (0*3)
#define FLAG_BIT_PNOISE_BLEND_POS_0_MASK (1*3)
#define FLAG_BIT_PNOISE_BLEND_POS_0_DISSOLVE (2*3)
#define FLAG_BIT_PNOISE_BLEND_POS_0_DISTORT (3*3)
#define FLAG_BIT_PNOISE_BLEND_POS_0_MAINTEX (4*3)
half BlendPNoise(uint flagProperty,int flagPos,half source,half pNoise,half opacity)
{
flagProperty = flagProperty >> flagPos;
flagProperty &= 7;
switch(flagProperty)
{
case 0:
return source;
case 1:
return lerp(source,pNoise*source,opacity);
case 2:
return lerp(source,min(pNoise,source),opacity);
case 3:
return lerp(source,Blend_HardLight(source,pNoise),opacity);
default:
return source;
}
}
//ForDistort
half2 BlendPNoise(uint flagProperty,int flagPos,half2 source,half2 pNoise,half opacity)
{
flagProperty = flagProperty >> flagPos;
flagProperty &= 7;
switch(flagProperty)
{
case 0:
return source;
case 1:
return lerp(source,pNoise*source,opacity);
case 2:
return lerp(source,min(pNoise,source),opacity);
case 3:
return lerp(source,Blend_HardLight(source,pNoise),opacity);
default:
return source;
}
}
#endif
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#ifndef SIX_WAY_SMOKE_LIT_HLSL
#define SIX_WAY_SMOKE_LIT_HLSL
//这部分尽量借鉴 UnityEditor.VFX.HDRP.SixWaySmokeLit
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "ParticlesUnlitInputNew.hlsl"
// Generated from UnityEditor.VFX.HDRP.SixWaySmokeLit+BSDFData
// PackingRules = Exact
struct BSDFData
{
uint materialFeatures;
float absorptionRange;
real4 diffuseColor;
real3 fresnel0;
real ambientOcclusion;
float3 normalWS;
float4 tangentWS;
real3 geomNormalWS;
real3 rigRTBk;
real3 rigLBtF;
real3 bakeDiffuseLighting0;//rigRTBk.x
real3 bakeDiffuseLighting1;//rigRTBk.y
real3 bakeDiffuseLighting2;// bsdfData.tangentWS.w > 0.0f ? rigRTBk.z : rigLBtF.z
real3 backBakeDiffuseLighting0;//rigLBtF.x
real3 backBakeDiffuseLighting1;//rigLBtF.y
real3 backBakeDiffuseLighting2;// bsdfData.tangentWS.w > 0.0f ? rigLBtF.z : rigRTBk.z
//-----NBShaders-----
real3 emission;
real emissionInput;//NegativeTex.a
real alpha;//PositiveTex.a
};
#define ABSORPTION_EPSILON max(REAL_MIN, 1e-5)
real3 ComputeDensityScales(real3 absorptionColor)
{
absorptionColor.rgb = max(ABSORPTION_EPSILON, absorptionColor.rgb);
// Empirical value used to parametrize absorption from color
const real absorptionStrength = 0.2f;
return 1.0f + log2(absorptionColor.rgb) / log2(absorptionStrength);
}
real3 GetTransmissionWithAbsorption(real transmission, real4 absorptionColor, real absorptionRange)
{
#if defined(VFX_SIX_WAY_ABSORPTION)
real3 densityScales = ComputeDensityScales(absorptionColor.rgb);
#ifdef VFX_BLENDMODE_PREMULTIPLY
absorptionRange *= (absorptionColor.a > 0) ? absorptionColor.a : 1.0f;
#endif
// real3 outTransmission = GetTransmissionWithAbsorption(transmission, densityScales, absorptionRange);
real3 outTransmission = pow(saturate(transmission / absorptionRange), densityScales);
outTransmission *= absorptionRange;
return outTransmission;
#else
return transmission.xxx * absorptionColor.rgb; // simple multiply
#endif
}
void ModifyBakedDiffuseLighting(BSDFData bsdfData, inout float3 bakeDiffuseLighting)
{
bakeDiffuseLighting = 0;
// Scale to be energy conserving: Total energy = 4*pi; divided by 6 directions
float scale = 4.0f * PI / 6.0f;
float3 frontBakeDiffuseLighting = bsdfData.tangentWS.w > 0.0f ? bsdfData.bakeDiffuseLighting2 : bsdfData.backBakeDiffuseLighting2;
float3 backBakeDiffuseLighting = bsdfData.tangentWS.w > 0.0f ? bsdfData.backBakeDiffuseLighting2 : bsdfData.bakeDiffuseLighting2;
float3x3 bakeDiffuseLightingMat;
bakeDiffuseLightingMat[0] = bsdfData.bakeDiffuseLighting0;
bakeDiffuseLightingMat[1] = bsdfData.bakeDiffuseLighting1;
bakeDiffuseLightingMat[2] = frontBakeDiffuseLighting;
bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigRTBk.x, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[0];
bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigRTBk.y, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[1];
bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigRTBk.z, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[2];
bakeDiffuseLightingMat[0] = bsdfData.backBakeDiffuseLighting0;
bakeDiffuseLightingMat[1] = bsdfData.backBakeDiffuseLighting1;
bakeDiffuseLightingMat[2] = backBakeDiffuseLighting;
bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigLBtF.x, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[0];
bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigLBtF.y, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[1];
bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigLBtF.z, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[2];
bakeDiffuseLighting *= scale;
}
//世界空间到切线空间方向转换
float3 TransformToLocalFrame(float3 L, BSDFData bsdfData)
{
float3 zVec = -bsdfData.normalWS;
float3 xVec = bsdfData.tangentWS.xyz;
float3 yVec = -cross(zVec, xVec) * bsdfData.tangentWS.w;//原代码没有负值,实际测试需要负值
float3x3 tbn = float3x3(xVec, yVec, zVec);
return mul(tbn, L);
}
CBSDF EvaluateBSDF(float3 L, BSDFData bsdfData)
{
CBSDF cbsdf;
ZERO_INITIALIZE(CBSDF, cbsdf);
float3 dir = TransformToLocalFrame(L, bsdfData);
float3 weights = dir >= 0 ? bsdfData.rigRTBk.xyz : bsdfData.rigLBtF.xyz;
float3 sqrDir = dir*dir;
cbsdf.diffR = GetTransmissionWithAbsorption(dot(sqrDir, weights), bsdfData.diffuseColor, bsdfData.absorptionRange);
return cbsdf;
}
//这一步最好在面板上做完
half GetAbsorptionRange(float absorptionStrenth)
{
return INV_PI + saturate(absorptionStrenth) * (1 - INV_PI);
}
//---------NBShaderUtility-----------
//UseInVerTex
void GetSixWayBakeDiffuseLight(real3 normalWS,real3 tangentWS,real3 biTangentWS,
inout half3 bakeDiffuseLighting0,inout half3 bakeDiffuseLighting1,inout half3 bakeDiffuseLighting2,
inout half3 backBakeDiffuseLighting0,inout half3 backBakeDiffuseLighting1,inout half3 backBakeDiffuseLighting2)
{
bakeDiffuseLighting0 = SampleSHVertex(tangentWS);
bakeDiffuseLighting1 = SampleSHVertex(biTangentWS);
bakeDiffuseLighting2 = SampleSHVertex(-normalWS);
backBakeDiffuseLighting0 = SampleSHVertex(-tangentWS);
backBakeDiffuseLighting1 = SampleSHVertex(-biTangentWS);
backBakeDiffuseLighting2 = SampleSHVertex(normalWS);
}
LightingData CreateSixWayLightingData(InputData inputData, half3 emission)
{
LightingData lightingData;
lightingData.giColor = inputData.bakedGI;
lightingData.emissionColor = emission;
lightingData.vertexLightingColor = 0;
lightingData.mainLightColor = 0;
lightingData.additionalLightsColor = 0;
return lightingData;
}
void GetSixWayEmission(inout BSDFData bsdfData,Texture2D rampMap,half4 emissionColor,bool isRampMap)
{
float input = pow(bsdfData.emissionInput,_SixWayInfo.y);
half3 emission = emissionColor * emissionColor.a;
if (isRampMap)
{
half4 rampSample = rampMap.Sample(sampler_linear_clamp,half2(input,0.5));
emission = emission * rampSample * rampSample.a;
}
else
{
emission *= input;
}
bsdfData.emission = emission;
}
half3 LightingSixWay(Light light,InputData inputData, BSDFData bsdfData)
{
half3 cbsdf_R = EvaluateBSDF(light.direction,bsdfData).diffR;
half3 radiance = light.color * light.distanceAttenuation * light.shadowAttenuation;
return PI * cbsdf_R * radiance;
}
//光照流程--->原型为UniversalFragmentBlinnPhong
half4 UniversalFragmentSixWay(InputData inputData,BSDFData bsdfData)
{
// #if defined(DEBUG_DISPLAY)
// half4 debugColor;
//
// if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
// {
// return debugColor;
// }
// #endif
#ifdef _LIGHT_LAYERS
uint meshRenderingLayers = GetMeshRenderingLayer();
#endif
half4 shadowMask = CalculateShadowMask(inputData);
// AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
AmbientOcclusionFactor aoFactor;
aoFactor.directAmbientOcclusion = 1;
aoFactor.indirectAmbientOcclusion = 1;
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
// MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
// inputData.bakedGI *= surfaceData.albedo;
// LightingData lightingData = CreateLightingData(inputData, surfaceData);
LightingData lightingData = CreateSixWayLightingData(inputData,bsdfData.emission);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor += LightingSixWay(mainLight, inputData, bsdfData);
}
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += LightingSixWay(light, inputData, bsdfData);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += LightingSixWay(light, inputData, bsdfData);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
#endif
return CalculateFinalColor(lightingData, bsdfData.alpha);
}
half3 LightingHalfLambert(half3 lightColor, half3 lightDir, half3 normal)
{
half NdotL = saturate(dot(normal, lightDir));
NdotL = NdotL*0.5 + 0.5;
return lightColor * NdotL;
}
half3 CalculateHalfLambertBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData)
{
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
half3 lightDiffuseColor = LightingHalfLambert(attenuatedLightColor, light.direction, inputData.normalWS);
half3 lightSpecularColor = half3(0,0,0);
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half smoothness = exp2(10 * surfaceData.smoothness + 1);
lightSpecularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness);
#endif
#if _ALPHAPREMULTIPLY_ON
return lightDiffuseColor * surfaceData.albedo * surfaceData.alpha + lightSpecularColor;
#else
return lightDiffuseColor * surfaceData.albedo + lightSpecularColor;
#endif
}
half4 UniversalFragmentHalfLambert(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS)
{
SurfaceData surfaceData;
surfaceData.albedo = diffuse;
surfaceData.alpha = alpha;
surfaceData.emission = emission;
surfaceData.metallic = 0;
surfaceData.occlusion = 1;
surfaceData.smoothness = smoothness;
surfaceData.specular = specularGloss.rgb;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
surfaceData.normalTS = normalTS;
// #if defined(DEBUG_DISPLAY)
// half4 debugColor;
//
// if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
// {
// return debugColor;
// }
// #endif
#ifdef _LIGHT_LAYERS
uint meshRenderingLayers = GetMeshRenderingLayer();
#endif
half4 shadowMask = CalculateShadowMask(inputData);
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
inputData.bakedGI *= surfaceData.albedo;
LightingData lightingData = CreateLightingData(inputData, surfaceData);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor += CalculateHalfLambertBlinnPhong(mainLight, inputData, surfaceData);
}
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateHalfLambertBlinnPhong(light, inputData, surfaceData);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
#endif
return CalculateFinalColor(lightingData, surfaceData.alpha);
}
#endif
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