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- Shader "FlatKit/Stylized Surface"
- {
- Properties
- {
- [MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
- [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]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]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)
- [KeywordEnum(World, Local)]_GradientSpace("[DR_GRADIENT_ON]Space", Float) = 0
- _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_OUTLINE_ON)] _OutlineEnabled("Enable Outline", Int) = 0
- _OutlineWidth("[DR_OUTLINE_ON]Width", Float) = 1.0
- _OutlineColor("[DR_OUTLINE_ON]Color", Color) = (1, 1, 1, 1)
- _OutlineScale("[DR_OUTLINE_ON]Scale", Float) = 1.0
- [Toggle(DR_OUTLINE_SMOOTH_NORMALS)] _VertexExtrusionSmoothNormals("[DR_OUTLINE_ON]Smooth Normals", Float) = 0.0
- _OutlineDepthOffset("[DR_OUTLINE_ON]Depth Offset", Range(0, 1)) = 0.0
- [KeywordEnum(Screen, Object)] _OutlineSpace("[DR_OUTLINE_ON]Space", Float) = 0.0
- _CameraDistanceImpact("[DR_OUTLINE_ON][_OUTLINESPACE_SCREEN]Camera Distance Impact", Range(0, 1)) = 0.0
- [Space(10)]
- [Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
- _LightContribution("[FOLDOUT(Advanced Lighting){6}]Light Color Contribution", Range(0, 1)) = 0
- _LightFalloffSize("Point / Spot Light Edge", Range(0, 1)) = 0
- // Used to provide light direction to cel shading if all light in the scene is baked.
- [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){5}]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
- [Toggle(_UNITYSHADOW_OCCLUSION)]_UnityShadowOcclusion("Shadow Occlusion", Int) = 0
- [MainTexture] _BaseMap("[FOLDOUT(Texture Maps){11}]Albedo", 2D) = "white" {}
- [Toggle(_BASEMAP_PREMULTIPLY)]_BaseMapPremultiply("[_]Mix Into Shading", Int) = 0
- [KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
- _TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
- _DetailMap("Detail Map", 2D) = "white" {}
- _DetailMapColor("[]Detail Color", Color) = (1,1,1,1)
- [KeywordEnum(Multiply, Add, Interpolate)]_DetailMapBlendingMode("[]Blending Mode", Float) = 0
- _DetailMapImpact("[]Detail Impact", Range(0, 1)) = 0.0
- _BumpMap ("Normal Map", 2D) = "bump" {}
-
- _EmissionMap ("Emission Map", 2D) = "white" {}
- [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
- /* start CurvedWorld */
- //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
- /* end CurvedWorld */
- }
- SubShader
- {
- Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- LOD 300
- HLSLINCLUDE
- // #define FLAT_KIT_DOTS_INSTANCING_ON // Uncomment to enable DOTS instancing
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
- ENDHLSL
- Pass
- {
- Name "ForwardLit"
- Tags {"LightMode" = "UniversalForwardOnly"}
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- HLSLPROGRAM
- #pragma shader_feature_local_fragment __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
- #pragma shader_feature_local_fragment DR_CEL_EXTRA_ON
- #pragma shader_feature_local_fragment DR_GRADIENT_ON
- #pragma shader_feature_local_fragment __ _GRADIENTSPACE_WORLD _GRADIENTSPACE_LOCAL
- #pragma shader_feature_local_fragment DR_SPECULAR_ON
- #pragma shader_feature_local_fragment DR_RIM_ON
- #pragma shader_feature_local DR_VERTEX_COLORS_ON
- #pragma shader_feature_local_fragment DR_ENABLE_LIGHTMAP_DIR
- #pragma shader_feature_local_fragment __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
- #pragma shader_feature_local_fragment _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD
- #pragma shader_feature_local_fragment _UNITYSHADOW_OCCLUSION
- #pragma shader_feature_local_fragment _BASEMAP_PREMULTIPLY
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _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
- #if UNITY_VERSION >= 600000
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #endif
- // -------------------------------------
- // Universal Pipeline keywords
- #if VERSION_GREATER_EQUAL(11, 0)
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #else
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #endif
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #if VERSION_GREATER_EQUAL(12, 0)
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #endif
- #if UNITY_VERSION >= 202220 && UNITY_VERSION < 600000
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
- #endif
- #if UNITY_VERSION >= 600000
- #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
- #define _ENVIRONMENTREFLECTIONS_OFF 1 // Fixes flickering when Probe Blending is enabled on Renderer.
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile _ _FORWARD_PLUS
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #else
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #endif
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #if UNITY_VERSION >= 202220
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
- #pragma target 4.5 // Uncomment to enable DOTs instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
- #endif
- // Detail map.
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE
- TEXTURE2D(_DetailMap);
- SAMPLER(sampler_DetailMap);
- #pragma vertex StylizedPassVertex
- #pragma fragment StylizedPassFragment
- #if UNITY_VERSION >= 202230
- #define BUMP_SCALE_NOT_SUPPORTED 1
- #endif
- // TODO: Toggle _NORMALMAP from the editor script.
- #define _NORMALMAP
- #include "LibraryUrp/StylizedInput.hlsl"
- #include "LibraryUrp/LitForwardPass_DR.hlsl"
- #include "LibraryUrp/Lighting_DR.hlsl"
- /* 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 */
- ENDHLSL
- }
- Pass
- {
- // Renderer Feature outline pass.
- Name "Outline"
- Tags{"LightMode" = "Outline"}
- Cull Front
- HLSLPROGRAM
- #include "LibraryUrp/StylizedInput.hlsl"
- #pragma vertex VertexProgram
- #pragma fragment FragmentProgram
- #pragma multi_compile _ DR_OUTLINE_ON
- #pragma multi_compile _ DR_OUTLINE_SMOOTH_NORMALS
- #pragma multi_compile __ _OUTLINESPACE_SCREEN _OUTLINESPACE_OBJECT
- #pragma multi_compile_fog
- /* 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 */
- struct VertexInput
- {
- float4 position : POSITION;
- float3 normal : NORMAL;
- #if defined(DR_OUTLINE_SMOOTH_NORMALS)
- float4 uv2 : TEXCOORD2;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 position : SV_POSITION;
- float fogCoord : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float4 ObjectToClipPos(float4 pos)
- {
- return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
- }
- float4 ObjectToClipDir(float3 dir)
- {
- return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(dir.xyz, 0)));
- }
- VertexOutput VertexProgram(VertexInput v)
- {
- #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
- CURVEDWORLD_TRANSFORM_VERTEX(v.position)
- #endif
- UNITY_SETUP_INSTANCE_ID(v);
- VertexOutput o = (VertexOutput)0;
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if defined(DR_OUTLINE_ON)
- #if defined(DR_OUTLINE_SMOOTH_NORMALS)
- float3 objectScale = abs(UNITY_MATRIX_M[0].xyz) + abs(UNITY_MATRIX_M[1].xyz) + abs(UNITY_MATRIX_M[2].xyz);
- v.normal = v.uv2.xyz / objectScale;
- #endif
-
- #if defined(_OUTLINESPACE_OBJECT)
- float3 offset = v.normal * _OutlineWidth * 0.01;
- float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale + float4(offset, 0));
- #else
- float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
- const float3 clipNormal = ObjectToClipDir(v.normal).xyz;
- const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
- const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
- const float2 offset = normalize(clipNormal.xy) / aspectRatio * _OutlineWidth * cameraDistanceImpact * 0.005;
- clipPosition.xy += offset;
- #endif
- // Depth offset
- {
- const half outlineDepthOffset = _OutlineDepthOffset * .1;
- #if UNITY_REVERSED_Z
- clipPosition.z -= outlineDepthOffset;
- #else
- clipPosition.z += outlineDepthOffset * (1.0 - UNITY_NEAR_CLIP_VALUE);
- #endif
- }
- o.position = clipPosition;
- o.fogCoord = ComputeFogFactor(o.position.z);
- #endif
-
- return o;
- }
- half4 FragmentProgram(VertexOutput i) : SV_TARGET
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- half4 color = _OutlineColor;
- color.rgb = MixFog(color.rgb, i.fogCoord);
- return color;
- }
- ENDHLSL
- }
- Pass
- {
- Name "Outline (Legacy)"
- Tags{"LightMode" = "SRPDefaultUnlit"}
- Cull Front
- HLSLPROGRAM
- #include "LibraryUrp/StylizedInput.hlsl"
- #pragma vertex VertexProgram
- #pragma fragment FragmentProgram
- #pragma multi_compile _ DR_OUTLINE_ON
- #pragma multi_compile _ DR_OUTLINE_SMOOTH_NORMALS
- #pragma multi_compile __ _OUTLINESPACE_SCREEN _OUTLINESPACE_OBJECT
- #pragma multi_compile_fog
- /* 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 */
- struct VertexInput
- {
- float4 position : POSITION;
- float3 normal : NORMAL;
- #if defined(DR_OUTLINE_SMOOTH_NORMALS)
- float4 uv2 : TEXCOORD2;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 position : SV_POSITION;
- float fogCoord : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float4 ObjectToClipPos(float4 pos)
- {
- return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
- }
- float4 ObjectToClipDir(float3 dir)
- {
- return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(dir.xyz, 0)));
- }
- VertexOutput VertexProgram(VertexInput v)
- {
- #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
- CURVEDWORLD_TRANSFORM_VERTEX(v.position)
- #endif
- UNITY_SETUP_INSTANCE_ID(v);
- VertexOutput o = (VertexOutput)0;
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if defined(DR_OUTLINE_ON)
- #if defined(DR_OUTLINE_SMOOTH_NORMALS)
- float3 objectScale = abs(UNITY_MATRIX_M[0].xyz) + abs(UNITY_MATRIX_M[1].xyz) + abs(UNITY_MATRIX_M[2].xyz);
- v.normal = v.uv2.xyz / objectScale;
- #endif
-
- #if defined(_OUTLINESPACE_OBJECT)
- float3 offset = v.normal * _OutlineWidth * 0.01;
- float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale + float4(offset, 0));
- #else
- float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
- const float3 clipNormal = ObjectToClipDir(v.normal).xyz;
- const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
- const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
- const float2 offset = normalize(clipNormal.xy) / aspectRatio * _OutlineWidth * cameraDistanceImpact * 0.005;
- clipPosition.xy += offset;
- #endif
- // Depth offset
- {
- const half outlineDepthOffset = _OutlineDepthOffset * .1;
- #if UNITY_REVERSED_Z
- clipPosition.z -= outlineDepthOffset;
- #else
- clipPosition.z += outlineDepthOffset * (1.0 - UNITY_NEAR_CLIP_VALUE);
- #endif
- }
- o.position = clipPosition;
- o.fogCoord = ComputeFogFactor(o.position.z);
- #endif
-
- return o;
- }
- half4 FragmentProgram(VertexOutput i) : SV_TARGET
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- half4 color = _OutlineColor;
- color.rgb = MixFog(color.rgb, i.fogCoord);
- return color;
- }
- ENDHLSL
- }
- // All the following passes are from URP SimpleLit.shader.
- // UsePass "Universal Render Pipeline/Simple Lit/..." - not included in build and 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 _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
- #pragma target 4.5 // Uncomment to enable DOTs instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
- #endif
- // -------------------------------------
- // Universal Pipeline keywords
- // -------------------------------------
- // Unity defined keywords
- #if UNITY_VERSION >= 202220
- #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
- #endif
- // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
- #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #include "LibraryUrp/StylizedInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- /* 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 */
- 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
- #if UNITY_VERSION >= 600000
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #endif
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #if UNITY_VERSION >= 600000
- #define _ENVIRONMENTREFLECTIONS_OFF 1 // Fixes flickering when Probe Blending is enabled on Renderer.
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #else
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #endif
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
- #pragma target 4.5 // Uncomment to enable DOTs instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
- #endif
- #pragma vertex LitPassVertexSimple
- #pragma fragment LitPassFragmentSimple
- #define BUMP_SCALE_NOT_SUPPORTED 1
- #include "LibraryUrp/StylizedInput.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 _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
- // -------------------------------------
- // Unity defined keywords
- #if UNITY_VERSION >= 202220
- #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
- #pragma target 4.5 // Uncomment to enable DOTs instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
- #endif
- #include "LibraryUrp/StylizedInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- /* 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 */
- 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 _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
- // -------------------------------------
- // Unity defined keywords
- #if UNITY_VERSION >= 202220
- #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
- #pragma target 4.5 // Uncomment to enable DOTs instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
- #endif
- #include "LibraryUrp/StylizedInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
- /* 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 */
- 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
- #if UNITY_VERSION >= 202220
- #pragma shader_feature EDITOR_VISUALIZATION
- #endif
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _SPECGLOSSMAP
- #include "LibraryUrp/StylizedInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
- /* 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 */
- 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 "LibraryUrp/StylizedInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- /* 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 */
- ENDHLSL
- }
- }
- Fallback "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "StylizedSurfaceEditor"
- }
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