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- 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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