Shader "Quibli/Stylized Lit" { Properties { [Gradient] _GradientRamp("Gradient", 2D) = "white" {} [Space] _SelfShadingSize ("[]Shading Offset", Range(0, 1.0)) = 0.0 [Space(10)] [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0 [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1 _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0 [Space(10)] [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0 [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0 _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5 _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5 [Space(10)] [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0 [HideInInspector][MainColor] _BaseColor ("Color", Color) = (1,1,1,1) _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0 _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0 _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0 _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0 [Space(10)] [Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0 [Space] [Toggle(DR_OUTLINE_ON)] _OutlineEnabled("Enable Outline", Int) = 0 _OutlineColor("[DR_OUTLINE_ON]Color", Color) = (1, 1, 1, 1) _OutlineWidth("[DR_OUTLINE_ON]Width", Float) = 1.0 _OutlineScale("[DR_OUTLINE_ON]Scale", Float) = 1.0 _OutlineDepthOffset("[DR_OUTLINE_ON]Depth Offset", Range(0, 1)) = 0.0 _CameraDistanceImpact("[DR_OUTLINE_ON]Camera Distance Impact", Range(0, 1)) = 0.5 [MainTexture] _BaseMap("[FOLDOUT(Texture maps){10}]Albedo", 2D) = "white" {} [KeywordEnum(Multiply, Add)]_TextureBlendingMode("[]Blending Mode", Float) = 0 _TextureImpact("[]Texture Impact", Range(0, 1)) = 1.0 _DetailMap("Detail Map", 2D) = "white" {} _DetailMapColor("[]Detail Color", Color) = (1,1,1,1) [KeywordEnum(Multiply, Add, Interpolate)]_DetailMapBlendingMode("[]Blending Mode", Float) = 0 _DetailMapImpact("[]Detail Impact", Range(0, 1)) = 0.0 _BumpMap ("Normal Map", 2D) = "bump" {} [Space(15)] [HideInInspector][HDR]_EmissionColor("Emission Color", Color) = (0,0,0) [HideInInspector][NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} _LightContribution("[FOLDOUT(Lighting){11}]Light Color Impact", Range(0, 1)) = 1 [Space][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0 [Toggle(_UNITYSHADOW_OCCLUSION)]_UnityShadowOcclusion("[_RECEIVE_SHADOWS_OFF]Shadow Occlusion", Int) = 0 [Space][Toggle(DR_LIGHT_ATTENUATION)]_OverrideLightAttenuation("Customize Light", Int) = 0 [MinMax]_LightAttenuation("[DR_LIGHT_ATTENUATION][]Attenuation Remap", Vector) = (0, 1, 0, 0) _ShadowColor("[DR_LIGHT_ATTENUATION][]Shadow Color", Color) = (0, 0, 0, 1) [Space][Toggle(DR_BAKED_GI)]_OverrideBakedGi("Override Baked GI", Int) = 0 [Gradient]_BakedGIRamp("[DR_BAKED_GI]Baked Light Lookup", 2D) = "transparent" {} [Space] [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override Light Direction", Int) = 0 _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR][]Pitch", Range(0, 360)) = 0 _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR][]Yaw", Range(0, 360)) = 0 [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0) [HideInInspector]_Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5 // Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 [HideInInspector] _Blend("__blend", Float) = 0.0 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } LOD 300 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForwardOnly" } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma shader_feature_local DR_LIGHT_ATTENUATION #pragma shader_feature_local DR_BAKED_GI #pragma shader_feature_local DR_GRADIENT_ON #pragma shader_feature_local DR_SPECULAR_ON #pragma shader_feature_local DR_RIM_ON #pragma shader_feature_local DR_VERTEX_COLORS_ON #pragma shader_feature_local DR_ENABLE_LIGHTMAP_DIR #pragma shader_feature_local _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD #pragma shader_feature_local _UNITYSHADOW_OCCLUSION // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON // #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #define BUMP_SCALE_NOT_SUPPORTED 1 #define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR 1 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" TEXTURE2D(_GradientRamp); SAMPLER(sampler_GradientRamp); TEXTURE2D(_BakedGIRamp); SAMPLER(sampler_BakedGIRamp); // Detail map. #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE TEXTURE2D(_DetailMap); SAMPLER(sampler_DetailMap); #pragma vertex LitPassVertex #pragma fragment StylizedPassFragment #include "LibraryUrp/StylizedInput.hlsl" #include "LibraryUrp/LitForwardPass_DR.hlsl" #include "LibraryUrp/QuibliVertex.hlsl" #include "LibraryUrp/Lighting_DR.hlsl" ENDHLSL } Pass { Name "Outline" Tags { "LightMode" = "SRPDefaultUnlit" } Cull Front HLSLPROGRAM #include "LibraryUrp/StylizedInput.hlsl" #pragma vertex VertexProgram #pragma fragment FragmentProgram #pragma multi_compile _ DR_OUTLINE_ON #pragma multi_compile_fog struct VertexInput { float4 position : POSITION; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 position : SV_POSITION; float3 normal : NORMAL; float fogCoord : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 ObjectToClipPos(float4 pos) { return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1))); } VertexOutput VertexProgram(VertexInput v) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); o = (VertexOutput)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(DR_OUTLINE_ON) float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale); const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal)); const half outlineWidth = _OutlineWidth; const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact); const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1); const float2 offset = normalize(clipNormal.xy) / aspectRatio * outlineWidth * cameraDistanceImpact * 0.005; clipPosition.xy += offset; const half outlineDepthOffset = _OutlineDepthOffset; #if UNITY_REVERSED_Z clipPosition.z -= outlineDepthOffset * 0.1; #else clipPosition.z += outlineDepthOffset * 0.1 * (1.0 - UNITY_NEAR_CLIP_VALUE); #endif o.position = clipPosition; o.normal = clipNormal; o.fogCoord = ComputeFogFactor(o.position.z); #endif return o; } half4 FragmentProgram(VertexOutput i) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 color = _OutlineColor; color.rgb = MixFog(color.rgb, i.fogCoord); return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // ------------------------------------- // Universal Pipeline keywords // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "LibraryUrp/StylizedInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} ZWrite[_ZWrite] ZTest LEqual Cull[_Cull] HLSLPROGRAM // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON // #pragma shader_feature _ALPHAPREMULTIPLY_ON // #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "LibraryUrp/StylizedInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull[_Cull] HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE // Universal Pipeline keywords #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "LibraryUrp/StylizedInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off HLSLPROGRAM #define _SpecColor _BaseColor #define _SpecGlossMap _BaseMap #define sampler_SpecGlossMap sampler_BaseMap #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature EDITOR_VISUALIZATION #pragma shader_feature_local_fragment _EMISSION // #pragma shader_feature_local_fragment _SPECGLOSSMAP #include "LibraryUrp/StylizedInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode" = "Universal2D" } Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include "LibraryUrp/StylizedInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } Fallback "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "Quibli.QuibliEditor" }