| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406 | 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"}
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