StylizedSurfaceOutline.shader 16 KB

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  1. Shader "FlatKit/Stylized Surface With Outline"
  2. {
  3. Properties
  4. {
  5. [MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
  6. [Space(10)]
  7. [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
  8. _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  9. _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  10. _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  11. _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
  12. _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
  13. _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
  14. [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
  15. _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
  16. _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
  17. [Space(10)]
  18. [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
  19. _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  20. _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
  21. _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
  22. _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
  23. [Space(10)]
  24. [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
  25. [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  26. _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
  27. _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
  28. [Space(10)]
  29. [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
  30. [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  31. _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
  32. _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
  33. _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
  34. [Space(10)]
  35. [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
  36. [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  37. _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
  38. _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
  39. _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
  40. _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
  41. [Space(10)]
  42. [Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
  43. _LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
  44. _LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
  45. // Used to provide light direction to cel shading if all light in the scene is baked.
  46. [Space(5)]
  47. [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override light direction", Int) = 0
  48. _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
  49. _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
  50. [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
  51. [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
  52. _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
  53. _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  54. _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
  55. [MainTexture] _BaseMap("[FOLDOUT(Texture maps){6}]Albedo", 2D) = "white" {}
  56. [Space][KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
  57. [Space]_TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
  58. [Space(20)]_BumpMap ("Normal Map", 2D) = "bump" {}
  59. _EmissionMap ("Emission Map", 2D) = "black" {}
  60. [HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
  61. [HideInInspector] _Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5
  62. // Blending state
  63. [HideInInspector] _Surface("__surface", Float) = 0.0
  64. [HideInInspector] _Blend("__blend", Float) = 0.0
  65. [HideInInspector] _AlphaClip("__clip", Float) = 0.0
  66. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  67. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  68. [HideInInspector] _ZWrite("__zw", Float) = 1.0
  69. [HideInInspector] _Cull("__cull", Float) = 2.0
  70. // Editmode props
  71. [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
  72. // --------------------- OUTLINE PROPS -----------------------
  73. _OutlineColor("[FOLDOUT(Outline){5}]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  74. _OutlineWidth("Width", Float) = 0.01
  75. _OutlineScale("Scale", Float) = 1.0
  76. _OutlineDepthOffset("Depth Offset", Range(0, 1)) = 0.0
  77. _CameraDistanceImpact("Camera Distance Impact", Range(0, 1)) = 0.0
  78. /* start CurvedWorld */
  79. //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
  80. /* end CurvedWorld */
  81. }
  82. SubShader
  83. {
  84. Tags
  85. {
  86. "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"
  87. }
  88. LOD 300
  89. UsePass "FlatKit/Stylized Surface/ForwardLit"
  90. Pass
  91. {
  92. Cull Front
  93. CGPROGRAM
  94. #include "UnityInstancing.cginc"
  95. #include "UnityCG.cginc"
  96. /* start CurvedWorld */
  97. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  98. //#define CURVEDWORLD_BEND_ID_1
  99. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  100. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  101. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  102. /* end CurvedWorld */
  103. #pragma vertex VertexProgram
  104. #pragma fragment FragmentProgram
  105. #pragma multi_compile_fog
  106. UNITY_INSTANCING_BUFFER_START(OutlineProps)
  107. UNITY_DEFINE_INSTANCED_PROP(half4, _OutlineColor)
  108. UNITY_DEFINE_INSTANCED_PROP(half, _OutlineWidth)
  109. UNITY_DEFINE_INSTANCED_PROP(half, _OutlineScale)
  110. UNITY_DEFINE_INSTANCED_PROP(half, _OutlineDepthOffset)
  111. UNITY_DEFINE_INSTANCED_PROP(half, _CameraDistanceImpact)
  112. UNITY_INSTANCING_BUFFER_END(OutlineProps)
  113. struct VertexInput
  114. {
  115. float4 position : POSITION;
  116. float3 normal : NORMAL;
  117. /* start CurvedWorld */
  118. #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
  119. #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  120. float4 tangent : TANGENT;
  121. #endif
  122. #endif
  123. UNITY_VERTEX_INPUT_INSTANCE_ID
  124. };
  125. struct VertexOutput
  126. {
  127. float4 position : SV_POSITION;
  128. float3 normal : NORMAL;
  129. UNITY_FOG_COORDS(0)
  130. UNITY_VERTEX_INPUT_INSTANCE_ID
  131. UNITY_VERTEX_OUTPUT_STEREO
  132. };
  133. VertexOutput VertexProgram(VertexInput v)
  134. {
  135. VertexOutput o;
  136. UNITY_SETUP_INSTANCE_ID(v);
  137. /* start CurvedWorld */
  138. #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
  139. #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  140. CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.position, v.normal, v.tangent)
  141. #else
  142. CURVEDWORLD_TRANSFORM_VERTEX(v.position)
  143. #endif
  144. #endif
  145. /* end CurvedWorld */
  146. UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
  147. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  148. float4 clipPosition = UnityObjectToClipPos(v.position * _OutlineScale);
  149. const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal));
  150. const half outlineWidth = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineWidth);
  151. const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
  152. const float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * outlineWidth * cameraDistanceImpact
  153. * 2.0;
  154. clipPosition.xy += offset;
  155. const half outlineDepthOffset = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineDepthOffset);
  156. clipPosition.z -= outlineDepthOffset;
  157. o.position = clipPosition;
  158. o.normal = clipNormal;
  159. UNITY_TRANSFER_FOG(o, o.position);
  160. return o;
  161. }
  162. half4 FragmentProgram(VertexOutput i) : SV_TARGET
  163. {
  164. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  165. half4 color = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineColor);
  166. UNITY_APPLY_FOG(i.fogCoord, color);
  167. return color;
  168. }
  169. ENDCG
  170. }
  171. // All the following passes are from URP SimpleLit.shader.
  172. // UsePass "Universal Render Pipeline/Simple Lit/..." - produces z-buffer glitches in local and global outlines combination.
  173. Pass
  174. {
  175. Name "ShadowCaster"
  176. Tags
  177. {
  178. "LightMode" = "ShadowCaster"
  179. }
  180. ZWrite On
  181. ZTest LEqual
  182. ColorMask 0
  183. Cull[_Cull]
  184. HLSLPROGRAM
  185. // -------------------------------------
  186. // Material Keywords
  187. #pragma shader_feature_local_fragment _ALPHATEST_ON
  188. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  189. //--------------------------------------
  190. // GPU Instancing
  191. #pragma multi_compile_instancing
  192. #pragma multi_compile _ DOTS_INSTANCING_ON
  193. #pragma vertex ShadowPassVertex
  194. #pragma fragment ShadowPassFragment
  195. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  196. #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  197. ENDHLSL
  198. }
  199. Pass
  200. {
  201. Name "GBuffer"
  202. Tags
  203. {
  204. "LightMode" = "UniversalGBuffer"
  205. }
  206. ZWrite[_ZWrite]
  207. ZTest LEqual
  208. Cull[_Cull]
  209. HLSLPROGRAM
  210. // -------------------------------------
  211. // Material Keywords
  212. #pragma shader_feature_local_fragment _ALPHATEST_ON
  213. //#pragma shader_feature _ALPHAPREMULTIPLY_ON
  214. #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
  215. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  216. #pragma shader_feature_local _NORMALMAP
  217. #pragma shader_feature_local_fragment _EMISSION
  218. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  219. // -------------------------------------
  220. // Universal Pipeline keywords
  221. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  222. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  223. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  224. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  225. #pragma multi_compile _ _SHADOWS_SOFT
  226. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  227. // -------------------------------------
  228. // Unity defined keywords
  229. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  230. #pragma multi_compile _ LIGHTMAP_ON
  231. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  232. //--------------------------------------
  233. // GPU Instancing
  234. #pragma multi_compile_instancing
  235. #pragma multi_compile _ DOTS_INSTANCING_ON
  236. #pragma vertex LitPassVertexSimple
  237. #pragma fragment LitPassFragmentSimple
  238. #define BUMP_SCALE_NOT_SUPPORTED 1
  239. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  240. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
  241. ENDHLSL
  242. }
  243. Pass
  244. {
  245. Name "DepthOnly"
  246. Tags
  247. {
  248. "LightMode" = "DepthOnly"
  249. }
  250. ZWrite On
  251. ColorMask 0
  252. Cull[_Cull]
  253. HLSLPROGRAM
  254. #pragma vertex DepthOnlyVertex
  255. #pragma fragment DepthOnlyFragment
  256. // -------------------------------------
  257. // Material Keywords
  258. #pragma shader_feature_local_fragment _ALPHATEST_ON
  259. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  260. //--------------------------------------
  261. // GPU Instancing
  262. #pragma multi_compile_instancing
  263. #pragma multi_compile _ DOTS_INSTANCING_ON
  264. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  265. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  266. ENDHLSL
  267. }
  268. // This pass is used when drawing to a _CameraNormalsTexture texture
  269. Pass
  270. {
  271. Name "DepthNormals"
  272. Tags
  273. {
  274. "LightMode" = "DepthNormals"
  275. }
  276. ZWrite On
  277. Cull[_Cull]
  278. HLSLPROGRAM
  279. #pragma vertex DepthNormalsVertex
  280. #pragma fragment DepthNormalsFragment
  281. // -------------------------------------
  282. // Material Keywords
  283. #pragma shader_feature_local _NORMALMAP
  284. #pragma shader_feature_local_fragment _ALPHATEST_ON
  285. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  286. //--------------------------------------
  287. // GPU Instancing
  288. #pragma multi_compile_instancing
  289. #pragma multi_compile _ DOTS_INSTANCING_ON
  290. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  291. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
  292. ENDHLSL
  293. }
  294. // This pass it not used during regular rendering, only for lightmap baking.
  295. Pass
  296. {
  297. Name "Meta"
  298. Tags
  299. {
  300. "LightMode" = "Meta"
  301. }
  302. Cull Off
  303. HLSLPROGRAM
  304. #pragma vertex UniversalVertexMeta
  305. #pragma fragment UniversalFragmentMetaSimple
  306. #pragma shader_feature_local_fragment _EMISSION
  307. #pragma shader_feature_local_fragment _SPECGLOSSMAP
  308. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  309. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
  310. ENDHLSL
  311. }
  312. Pass
  313. {
  314. Name "Universal2D"
  315. Tags
  316. {
  317. "LightMode" = "Universal2D"
  318. }
  319. Tags
  320. {
  321. "RenderType" = "Transparent" "Queue" = "Transparent"
  322. }
  323. HLSLPROGRAM
  324. #pragma vertex vert
  325. #pragma fragment frag
  326. #pragma shader_feature_local_fragment _ALPHATEST_ON
  327. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  328. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  329. #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
  330. ENDHLSL
  331. }
  332. }
  333. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  334. CustomEditor "StylizedSurfaceEditor"
  335. }