Shader "FlatKit/Stylized Surface With Outline" { Properties { [MainColor] _BaseColor ("Color", Color) = (1,1,1,1) [Space(10)] [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1 _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5 _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05 _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0 [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0 _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {} _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {} [Space(10)] [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0 _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6 _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05 _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0 [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 [HDR] _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 _LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0 _LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0 // Used to provide light direction to cel shading if all light in the scene is baked. [Space(5)] [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) [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0 _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2 _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0 [MainTexture] _BaseMap("[FOLDOUT(Texture maps){6}]Albedo", 2D) = "white" {} [Space][KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0 [Space]_TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0 [Space(20)]_BumpMap ("Normal Map", 2D) = "bump" {} _EmissionMap ("Emission Map", 2D) = "black" {} [HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1) [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 // --------------------- OUTLINE PROPS ----------------------- _OutlineColor("[FOLDOUT(Outline){5}]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _OutlineWidth("Width", Float) = 0.01 _OutlineScale("Scale", Float) = 1.0 _OutlineDepthOffset("Depth Offset", Range(0, 1)) = 0.0 _CameraDistanceImpact("Camera Distance Impact", Range(0, 1)) = 0.0 /* start CurvedWorld */ //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) /* end CurvedWorld */ } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } LOD 300 UsePass "FlatKit/Stylized Surface/ForwardLit" Pass { Cull Front CGPROGRAM #include "UnityInstancing.cginc" #include "UnityCG.cginc" /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ #pragma vertex VertexProgram #pragma fragment FragmentProgram #pragma multi_compile_fog UNITY_INSTANCING_BUFFER_START(OutlineProps) UNITY_DEFINE_INSTANCED_PROP(half4, _OutlineColor) UNITY_DEFINE_INSTANCED_PROP(half, _OutlineWidth) UNITY_DEFINE_INSTANCED_PROP(half, _OutlineScale) UNITY_DEFINE_INSTANCED_PROP(half, _OutlineDepthOffset) UNITY_DEFINE_INSTANCED_PROP(half, _CameraDistanceImpact) UNITY_INSTANCING_BUFFER_END(OutlineProps) struct VertexInput { float4 position : POSITION; float3 normal : NORMAL; /* start CurvedWorld */ #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON float4 tangent : TANGENT; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 position : SV_POSITION; float3 normal : NORMAL; UNITY_FOG_COORDS(0) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput VertexProgram(VertexInput v) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); /* start CurvedWorld */ #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.position, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.position) #endif #endif /* end CurvedWorld */ UNITY_INITIALIZE_OUTPUT(VertexOutput, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 clipPosition = UnityObjectToClipPos(v.position * _OutlineScale); const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal)); const half outlineWidth = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineWidth); const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact); const float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * outlineWidth * cameraDistanceImpact * 2.0; clipPosition.xy += offset; const half outlineDepthOffset = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineDepthOffset); clipPosition.z -= outlineDepthOffset; o.position = clipPosition; o.normal = clipNormal; UNITY_TRANSFER_FOG(o, o.position); return o; } half4 FragmentProgram(VertexOutput i) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 color = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineColor); UNITY_APPLY_FOG(i.fogCoord, color); return color; } ENDCG } // All the following passes are from URP SimpleLit.shader. // UsePass "Universal Render Pipeline/Simple Lit/..." - produces z-buffer glitches in local and global outlines combination. 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 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _SPECGLOSSMAP #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } Fallback "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "StylizedSurfaceEditor" }