406 lines
16 KiB
Plaintext
Executable File
406 lines
16 KiB
Plaintext
Executable File
Shader "FlatKit/Stylized Surface With Outline"
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{
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Properties
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{
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[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
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[Space(10)]
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[KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
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_ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
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_ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
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[IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
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_CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
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_CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
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[Space(10)]
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[Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
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_ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
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_ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
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[Space(10)]
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[Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
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[HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
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_FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
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[Space(10)]
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[Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
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[HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
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_FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
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_FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
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[Space(10)]
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[Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
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[HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
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_GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
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_GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
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_GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
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[Space(10)]
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[Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
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_LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
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_LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
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// Used to provide light direction to cel shading if all light in the scene is baked.
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[Space(5)]
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[Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override light direction", Int) = 0
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_LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
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_LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
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[HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
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[KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
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_UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
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_UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
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[MainTexture] _BaseMap("[FOLDOUT(Texture maps){6}]Albedo", 2D) = "white" {}
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[Space][KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
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[Space]_TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
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[Space(20)]_BumpMap ("Normal Map", 2D) = "bump" {}
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_EmissionMap ("Emission Map", 2D) = "black" {}
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[HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5
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// Blending state
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[HideInInspector] _Surface("__surface", Float) = 0.0
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[HideInInspector] _Blend("__blend", Float) = 0.0
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[HideInInspector] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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// Editmode props
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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// --------------------- OUTLINE PROPS -----------------------
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_OutlineColor("[FOLDOUT(Outline){5}]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_OutlineWidth("Width", Float) = 0.01
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_OutlineScale("Scale", Float) = 1.0
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_OutlineDepthOffset("Depth Offset", Range(0, 1)) = 0.0
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_CameraDistanceImpact("Camera Distance Impact", Range(0, 1)) = 0.0
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/* start CurvedWorld */
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//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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/* end CurvedWorld */
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"
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}
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LOD 300
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UsePass "FlatKit/Stylized Surface/ForwardLit"
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Pass
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{
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Cull Front
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CGPROGRAM
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#include "UnityInstancing.cginc"
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#include "UnityCG.cginc"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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#pragma vertex VertexProgram
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#pragma fragment FragmentProgram
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#pragma multi_compile_fog
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UNITY_INSTANCING_BUFFER_START(OutlineProps)
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UNITY_DEFINE_INSTANCED_PROP(half4, _OutlineColor)
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UNITY_DEFINE_INSTANCED_PROP(half, _OutlineWidth)
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UNITY_DEFINE_INSTANCED_PROP(half, _OutlineScale)
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UNITY_DEFINE_INSTANCED_PROP(half, _OutlineDepthOffset)
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UNITY_DEFINE_INSTANCED_PROP(half, _CameraDistanceImpact)
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UNITY_INSTANCING_BUFFER_END(OutlineProps)
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struct VertexInput
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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/* start CurvedWorld */
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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float4 tangent : TANGENT;
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#endif
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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UNITY_FOG_COORDS(0)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput VertexProgram(VertexInput v)
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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/* start CurvedWorld */
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.position, v.normal, v.tangent)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(v.position)
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#endif
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#endif
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/* end CurvedWorld */
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UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 clipPosition = UnityObjectToClipPos(v.position * _OutlineScale);
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const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal));
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const half outlineWidth = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineWidth);
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const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
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const float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * outlineWidth * cameraDistanceImpact
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* 2.0;
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clipPosition.xy += offset;
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const half outlineDepthOffset = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineDepthOffset);
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clipPosition.z -= outlineDepthOffset;
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o.position = clipPosition;
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o.normal = clipNormal;
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UNITY_TRANSFER_FOG(o, o.position);
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return o;
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}
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half4 FragmentProgram(VertexOutput i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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half4 color = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineColor);
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UNITY_APPLY_FOG(i.fogCoord, color);
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return color;
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}
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ENDCG
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}
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// All the following passes are from URP SimpleLit.shader.
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// UsePass "Universal Render Pipeline/Simple Lit/..." - produces z-buffer glitches in local and global outlines combination.
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Pass
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{
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Name "ShadowCaster"
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Tags
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{
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"LightMode" = "ShadowCaster"
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}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "GBuffer"
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Tags
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{
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"LightMode" = "UniversalGBuffer"
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}
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ZWrite[_ZWrite]
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ZTest LEqual
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Cull[_Cull]
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HLSLPROGRAM
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex LitPassVertexSimple
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#pragma fragment LitPassFragmentSimple
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#define BUMP_SCALE_NOT_SUPPORTED 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags
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{
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"LightMode" = "DepthOnly"
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}
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ZWrite On
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags
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{
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"LightMode" = "DepthNormals"
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}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags
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{
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"LightMode" = "Meta"
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}
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Cull Off
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HLSLPROGRAM
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaSimple
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _SPECGLOSSMAP
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Universal2D"
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Tags
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{
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"LightMode" = "Universal2D"
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}
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Tags
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{
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"RenderType" = "Transparent" "Queue" = "Transparent"
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
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ENDHLSL
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}
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}
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Fallback "Hidden/Universal Render Pipeline/FallbackError"
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CustomEditor "StylizedSurfaceEditor"
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} |