OldBlueWater/BlueWater/Assets/Quibli/Shaders/StylizedLit.shader
2023-08-02 18:12:26 +09:00

498 lines
19 KiB
Plaintext

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"
}