StylizedSurface.shader 31 KB

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  1. Shader "FlatKit/Stylized Surface"
  2. {
  3. Properties
  4. {
  5. [MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
  6. [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
  7. _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  8. _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  9. _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  10. _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
  11. _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Edge Size", Range(0, 0.5)) = 0.05
  12. _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
  13. [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
  14. _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
  15. _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
  16. [Space(10)]
  17. [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
  18. _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  19. _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
  20. _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Edge Size", Range(0, 0.5)) = 0.05
  21. _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
  22. [Space(10)]
  23. [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
  24. [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  25. _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
  26. _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
  27. [Space(10)]
  28. [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
  29. [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  30. _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
  31. _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
  32. _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
  33. [Space(10)]
  34. [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
  35. [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  36. [KeywordEnum(World, Local)]_GradientSpace("[DR_GRADIENT_ON]Space", Float) = 0
  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_OUTLINE_ON)] _OutlineEnabled("Enable Outline", Int) = 0
  43. _OutlineWidth("[DR_OUTLINE_ON]Width", Float) = 1.0
  44. _OutlineColor("[DR_OUTLINE_ON]Color", Color) = (1, 1, 1, 1)
  45. _OutlineScale("[DR_OUTLINE_ON]Scale", Float) = 1.0
  46. [Toggle(DR_OUTLINE_SMOOTH_NORMALS)] _VertexExtrusionSmoothNormals("[DR_OUTLINE_ON]Smooth Normals", Float) = 0.0
  47. _OutlineDepthOffset("[DR_OUTLINE_ON]Depth Offset", Range(0, 1)) = 0.0
  48. [KeywordEnum(Screen, Object)] _OutlineSpace("[DR_OUTLINE_ON]Space", Float) = 0.0
  49. _CameraDistanceImpact("[DR_OUTLINE_ON][_OUTLINESPACE_SCREEN]Camera Distance Impact", Range(0, 1)) = 0.0
  50. [Space(10)]
  51. [Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
  52. _LightContribution("[FOLDOUT(Advanced Lighting){6}]Light Color Contribution", Range(0, 1)) = 0
  53. _LightFalloffSize("Point / Spot Light Edge", Range(0, 1)) = 0
  54. // Used to provide light direction to cel shading if all light in the scene is baked.
  55. [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override Light Direction", Int) = 0
  56. _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
  57. _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
  58. [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
  59. [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){5}]Mode", Float) = 0
  60. _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
  61. _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  62. _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
  63. [Toggle(_UNITYSHADOW_OCCLUSION)]_UnityShadowOcclusion("Shadow Occlusion", Int) = 0
  64. [MainTexture] _BaseMap("[FOLDOUT(Texture Maps){11}]Albedo", 2D) = "white" {}
  65. [Toggle(_BASEMAP_PREMULTIPLY)]_BaseMapPremultiply("[_]Mix Into Shading", Int) = 0
  66. [KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
  67. _TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
  68. _DetailMap("Detail Map", 2D) = "white" {}
  69. _DetailMapColor("[]Detail Color", Color) = (1,1,1,1)
  70. [KeywordEnum(Multiply, Add, Interpolate)]_DetailMapBlendingMode("[]Blending Mode", Float) = 0
  71. _DetailMapImpact("[]Detail Impact", Range(0, 1)) = 0.0
  72. _BumpMap ("Normal Map", 2D) = "bump" {}
  73. _EmissionMap ("Emission Map", 2D) = "white" {}
  74. [HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
  75. [HideInInspector] _Cutoff ("Base Alpha Cutoff", Range (0, 1)) = .5
  76. // Blending state
  77. [HideInInspector] _Surface("__surface", Float) = 0.0
  78. [HideInInspector] _Blend("__blend", Float) = 0.0
  79. [HideInInspector] _AlphaClip("__clip", Float) = 0.0
  80. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  81. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  82. [HideInInspector] _ZWrite("__zw", Float) = 1.0
  83. [HideInInspector] _Cull("__cull", Float) = 2.0
  84. // Editmode props
  85. [HideInInspector] _QueueOffset("Queue Offset", Float) = 0.0
  86. /* start CurvedWorld */
  87. //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
  88. /* end CurvedWorld */
  89. }
  90. SubShader
  91. {
  92. Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
  93. LOD 300
  94. HLSLINCLUDE
  95. // #define FLAT_KIT_DOTS_INSTANCING_ON // Uncomment to enable DOTS instancing
  96. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
  97. ENDHLSL
  98. Pass
  99. {
  100. Name "ForwardLit"
  101. Tags {"LightMode" = "UniversalForwardOnly"}
  102. Blend[_SrcBlend][_DstBlend]
  103. ZWrite[_ZWrite]
  104. Cull[_Cull]
  105. HLSLPROGRAM
  106. #pragma shader_feature_local_fragment __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
  107. #pragma shader_feature_local_fragment DR_CEL_EXTRA_ON
  108. #pragma shader_feature_local_fragment DR_GRADIENT_ON
  109. #pragma shader_feature_local_fragment __ _GRADIENTSPACE_WORLD _GRADIENTSPACE_LOCAL
  110. #pragma shader_feature_local_fragment DR_SPECULAR_ON
  111. #pragma shader_feature_local_fragment DR_RIM_ON
  112. #pragma shader_feature_local DR_VERTEX_COLORS_ON
  113. #pragma shader_feature_local_fragment DR_ENABLE_LIGHTMAP_DIR
  114. #pragma shader_feature_local_fragment __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
  115. #pragma shader_feature_local_fragment _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD
  116. #pragma shader_feature_local_fragment _UNITYSHADOW_OCCLUSION
  117. #pragma shader_feature_local_fragment _BASEMAP_PREMULTIPLY
  118. // -------------------------------------
  119. // Material Keywords
  120. #pragma shader_feature_local_fragment _ALPHATEST_ON
  121. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  122. // #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
  123. // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  124. #pragma shader_feature_local _NORMALMAP
  125. #pragma shader_feature_local_fragment _EMISSION
  126. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  127. #if UNITY_VERSION >= 600000
  128. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  129. #endif
  130. // -------------------------------------
  131. // Universal Pipeline keywords
  132. #if VERSION_GREATER_EQUAL(11, 0)
  133. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  134. #else
  135. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  136. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  137. #endif
  138. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  139. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  140. #pragma multi_compile _ SHADOWS_SHADOWMASK
  141. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  142. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  143. #if VERSION_GREATER_EQUAL(12, 0)
  144. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  145. #pragma multi_compile _ _LIGHT_LAYERS
  146. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  147. #endif
  148. #if UNITY_VERSION >= 202220 && UNITY_VERSION < 600000
  149. #pragma multi_compile _ _FORWARD_PLUS
  150. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  151. #endif
  152. #if UNITY_VERSION >= 600000
  153. #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  154. #define _ENVIRONMENTREFLECTIONS_OFF 1 // Fixes flickering when Probe Blending is enabled on Renderer.
  155. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  156. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  157. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  158. #pragma multi_compile _ _FORWARD_PLUS
  159. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  160. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  161. #else
  162. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  163. #endif
  164. // -------------------------------------
  165. // Unity defined keywords
  166. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  167. #pragma multi_compile _ LIGHTMAP_ON
  168. #pragma multi_compile_fog
  169. #if UNITY_VERSION >= 202220
  170. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  171. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  172. #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  173. #endif
  174. //--------------------------------------
  175. // GPU Instancing
  176. #pragma multi_compile_instancing
  177. #pragma instancing_options renderinglayer
  178. #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
  179. #pragma target 4.5 // Uncomment to enable DOTs instancing
  180. #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
  181. #endif
  182. // Detail map.
  183. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  184. #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE
  185. TEXTURE2D(_DetailMap);
  186. SAMPLER(sampler_DetailMap);
  187. #pragma vertex StylizedPassVertex
  188. #pragma fragment StylizedPassFragment
  189. #if UNITY_VERSION >= 202230
  190. #define BUMP_SCALE_NOT_SUPPORTED 1
  191. #endif
  192. // TODO: Toggle _NORMALMAP from the editor script.
  193. #define _NORMALMAP
  194. #include "LibraryUrp/StylizedInput.hlsl"
  195. #include "LibraryUrp/LitForwardPass_DR.hlsl"
  196. #include "LibraryUrp/Lighting_DR.hlsl"
  197. /* start CurvedWorld */
  198. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  199. //#define CURVEDWORLD_BEND_ID_1
  200. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  201. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  202. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  203. /* end CurvedWorld */
  204. ENDHLSL
  205. }
  206. Pass
  207. {
  208. // Renderer Feature outline pass.
  209. Name "Outline"
  210. Tags{"LightMode" = "Outline"}
  211. Cull Front
  212. HLSLPROGRAM
  213. #include "LibraryUrp/StylizedInput.hlsl"
  214. #pragma vertex VertexProgram
  215. #pragma fragment FragmentProgram
  216. #pragma multi_compile _ DR_OUTLINE_ON
  217. #pragma multi_compile _ DR_OUTLINE_SMOOTH_NORMALS
  218. #pragma multi_compile __ _OUTLINESPACE_SCREEN _OUTLINESPACE_OBJECT
  219. #pragma multi_compile_fog
  220. /* start CurvedWorld */
  221. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  222. //#define CURVEDWORLD_BEND_ID_1
  223. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  224. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  225. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  226. /* end CurvedWorld */
  227. struct VertexInput
  228. {
  229. float4 position : POSITION;
  230. float3 normal : NORMAL;
  231. #if defined(DR_OUTLINE_SMOOTH_NORMALS)
  232. float4 uv2 : TEXCOORD2;
  233. #endif
  234. UNITY_VERTEX_INPUT_INSTANCE_ID
  235. };
  236. struct VertexOutput
  237. {
  238. float4 position : SV_POSITION;
  239. float fogCoord : TEXCOORD1;
  240. UNITY_VERTEX_INPUT_INSTANCE_ID
  241. UNITY_VERTEX_OUTPUT_STEREO
  242. };
  243. float4 ObjectToClipPos(float4 pos)
  244. {
  245. return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
  246. }
  247. float4 ObjectToClipDir(float3 dir)
  248. {
  249. return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(dir.xyz, 0)));
  250. }
  251. VertexOutput VertexProgram(VertexInput v)
  252. {
  253. #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
  254. CURVEDWORLD_TRANSFORM_VERTEX(v.position)
  255. #endif
  256. UNITY_SETUP_INSTANCE_ID(v);
  257. VertexOutput o = (VertexOutput)0;
  258. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  259. #if defined(DR_OUTLINE_ON)
  260. #if defined(DR_OUTLINE_SMOOTH_NORMALS)
  261. float3 objectScale = abs(UNITY_MATRIX_M[0].xyz) + abs(UNITY_MATRIX_M[1].xyz) + abs(UNITY_MATRIX_M[2].xyz);
  262. v.normal = v.uv2.xyz / objectScale;
  263. #endif
  264. #if defined(_OUTLINESPACE_OBJECT)
  265. float3 offset = v.normal * _OutlineWidth * 0.01;
  266. float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale + float4(offset, 0));
  267. #else
  268. float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
  269. const float3 clipNormal = ObjectToClipDir(v.normal).xyz;
  270. const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
  271. const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
  272. const float2 offset = normalize(clipNormal.xy) / aspectRatio * _OutlineWidth * cameraDistanceImpact * 0.005;
  273. clipPosition.xy += offset;
  274. #endif
  275. // Depth offset
  276. {
  277. const half outlineDepthOffset = _OutlineDepthOffset * .1;
  278. #if UNITY_REVERSED_Z
  279. clipPosition.z -= outlineDepthOffset;
  280. #else
  281. clipPosition.z += outlineDepthOffset * (1.0 - UNITY_NEAR_CLIP_VALUE);
  282. #endif
  283. }
  284. o.position = clipPosition;
  285. o.fogCoord = ComputeFogFactor(o.position.z);
  286. #endif
  287. return o;
  288. }
  289. half4 FragmentProgram(VertexOutput i) : SV_TARGET
  290. {
  291. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  292. half4 color = _OutlineColor;
  293. color.rgb = MixFog(color.rgb, i.fogCoord);
  294. return color;
  295. }
  296. ENDHLSL
  297. }
  298. Pass
  299. {
  300. Name "Outline (Legacy)"
  301. Tags{"LightMode" = "SRPDefaultUnlit"}
  302. Cull Front
  303. HLSLPROGRAM
  304. #include "LibraryUrp/StylizedInput.hlsl"
  305. #pragma vertex VertexProgram
  306. #pragma fragment FragmentProgram
  307. #pragma multi_compile _ DR_OUTLINE_ON
  308. #pragma multi_compile _ DR_OUTLINE_SMOOTH_NORMALS
  309. #pragma multi_compile __ _OUTLINESPACE_SCREEN _OUTLINESPACE_OBJECT
  310. #pragma multi_compile_fog
  311. /* start CurvedWorld */
  312. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  313. //#define CURVEDWORLD_BEND_ID_1
  314. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  315. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  316. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  317. /* end CurvedWorld */
  318. struct VertexInput
  319. {
  320. float4 position : POSITION;
  321. float3 normal : NORMAL;
  322. #if defined(DR_OUTLINE_SMOOTH_NORMALS)
  323. float4 uv2 : TEXCOORD2;
  324. #endif
  325. UNITY_VERTEX_INPUT_INSTANCE_ID
  326. };
  327. struct VertexOutput
  328. {
  329. float4 position : SV_POSITION;
  330. float fogCoord : TEXCOORD1;
  331. UNITY_VERTEX_INPUT_INSTANCE_ID
  332. UNITY_VERTEX_OUTPUT_STEREO
  333. };
  334. float4 ObjectToClipPos(float4 pos)
  335. {
  336. return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
  337. }
  338. float4 ObjectToClipDir(float3 dir)
  339. {
  340. return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(dir.xyz, 0)));
  341. }
  342. VertexOutput VertexProgram(VertexInput v)
  343. {
  344. #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
  345. CURVEDWORLD_TRANSFORM_VERTEX(v.position)
  346. #endif
  347. UNITY_SETUP_INSTANCE_ID(v);
  348. VertexOutput o = (VertexOutput)0;
  349. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  350. #if defined(DR_OUTLINE_ON)
  351. #if defined(DR_OUTLINE_SMOOTH_NORMALS)
  352. float3 objectScale = abs(UNITY_MATRIX_M[0].xyz) + abs(UNITY_MATRIX_M[1].xyz) + abs(UNITY_MATRIX_M[2].xyz);
  353. v.normal = v.uv2.xyz / objectScale;
  354. #endif
  355. #if defined(_OUTLINESPACE_OBJECT)
  356. float3 offset = v.normal * _OutlineWidth * 0.01;
  357. float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale + float4(offset, 0));
  358. #else
  359. float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
  360. const float3 clipNormal = ObjectToClipDir(v.normal).xyz;
  361. const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
  362. const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
  363. const float2 offset = normalize(clipNormal.xy) / aspectRatio * _OutlineWidth * cameraDistanceImpact * 0.005;
  364. clipPosition.xy += offset;
  365. #endif
  366. // Depth offset
  367. {
  368. const half outlineDepthOffset = _OutlineDepthOffset * .1;
  369. #if UNITY_REVERSED_Z
  370. clipPosition.z -= outlineDepthOffset;
  371. #else
  372. clipPosition.z += outlineDepthOffset * (1.0 - UNITY_NEAR_CLIP_VALUE);
  373. #endif
  374. }
  375. o.position = clipPosition;
  376. o.fogCoord = ComputeFogFactor(o.position.z);
  377. #endif
  378. return o;
  379. }
  380. half4 FragmentProgram(VertexOutput i) : SV_TARGET
  381. {
  382. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  383. half4 color = _OutlineColor;
  384. color.rgb = MixFog(color.rgb, i.fogCoord);
  385. return color;
  386. }
  387. ENDHLSL
  388. }
  389. // All the following passes are from URP SimpleLit.shader.
  390. // UsePass "Universal Render Pipeline/Simple Lit/..." - not included in build and produces z-buffer glitches in
  391. // local and global outlines combination.
  392. Pass
  393. {
  394. Name "ShadowCaster"
  395. Tags{"LightMode" = "ShadowCaster"}
  396. ZWrite On
  397. ZTest LEqual
  398. ColorMask 0
  399. Cull[_Cull]
  400. HLSLPROGRAM
  401. // -------------------------------------
  402. // Material Keywords
  403. #pragma shader_feature_local _ALPHATEST_ON
  404. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  405. //--------------------------------------
  406. // GPU Instancing
  407. #pragma multi_compile_instancing
  408. #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
  409. #pragma target 4.5 // Uncomment to enable DOTs instancing
  410. #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
  411. #endif
  412. // -------------------------------------
  413. // Universal Pipeline keywords
  414. // -------------------------------------
  415. // Unity defined keywords
  416. #if UNITY_VERSION >= 202220
  417. #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  418. #endif
  419. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  420. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  421. #pragma vertex ShadowPassVertex
  422. #pragma fragment ShadowPassFragment
  423. #include "LibraryUrp/StylizedInput.hlsl"
  424. #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  425. /* start CurvedWorld */
  426. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  427. //#define CURVEDWORLD_BEND_ID_1
  428. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  429. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  430. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  431. /* end CurvedWorld */
  432. ENDHLSL
  433. }
  434. Pass
  435. {
  436. Name "GBuffer"
  437. Tags{"LightMode" = "UniversalGBuffer"}
  438. ZWrite[_ZWrite]
  439. ZTest LEqual
  440. Cull[_Cull]
  441. HLSLPROGRAM
  442. // -------------------------------------
  443. // Material Keywords
  444. #pragma shader_feature_local_fragment _ALPHATEST_ON
  445. // #pragma shader_feature _ALPHAPREMULTIPLY_ON
  446. // #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
  447. // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  448. #pragma shader_feature_local _NORMALMAP
  449. #pragma shader_feature_local_fragment _EMISSION
  450. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  451. #if UNITY_VERSION >= 600000
  452. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  453. #endif
  454. // -------------------------------------
  455. // Universal Pipeline keywords
  456. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  457. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  458. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  459. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  460. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  461. #if UNITY_VERSION >= 600000
  462. #define _ENVIRONMENTREFLECTIONS_OFF 1 // Fixes flickering when Probe Blending is enabled on Renderer.
  463. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  464. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  465. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  466. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  467. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  468. #else
  469. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  470. #endif
  471. // -------------------------------------
  472. // Unity defined keywords
  473. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  474. #pragma multi_compile _ LIGHTMAP_ON
  475. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  476. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  477. #pragma multi_compile _ SHADOWS_SHADOWMASK
  478. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  479. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  480. //--------------------------------------
  481. // GPU Instancing
  482. #pragma multi_compile_instancing
  483. #pragma instancing_options renderinglayer
  484. #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
  485. #pragma target 4.5 // Uncomment to enable DOTs instancing
  486. #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
  487. #endif
  488. #pragma vertex LitPassVertexSimple
  489. #pragma fragment LitPassFragmentSimple
  490. #define BUMP_SCALE_NOT_SUPPORTED 1
  491. #include "LibraryUrp/StylizedInput.hlsl"
  492. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
  493. ENDHLSL
  494. }
  495. Pass
  496. {
  497. Name "DepthOnly"
  498. Tags{"LightMode" = "DepthOnly"}
  499. ZWrite On
  500. ColorMask 0
  501. Cull[_Cull]
  502. HLSLPROGRAM
  503. #pragma vertex DepthOnlyVertex
  504. #pragma fragment DepthOnlyFragment
  505. // -------------------------------------
  506. // Material Keywords
  507. #pragma shader_feature_local _ALPHATEST_ON
  508. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  509. // -------------------------------------
  510. // Unity defined keywords
  511. #if UNITY_VERSION >= 202220
  512. #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  513. #endif
  514. //--------------------------------------
  515. // GPU Instancing
  516. #pragma multi_compile_instancing
  517. #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
  518. #pragma target 4.5 // Uncomment to enable DOTs instancing
  519. #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
  520. #endif
  521. #include "LibraryUrp/StylizedInput.hlsl"
  522. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  523. /* start CurvedWorld */
  524. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  525. //#define CURVEDWORLD_BEND_ID_1
  526. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  527. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  528. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  529. /* end CurvedWorld */
  530. ENDHLSL
  531. }
  532. // This pass is used when drawing to a _CameraNormalsTexture texture
  533. Pass
  534. {
  535. Name "DepthNormals"
  536. Tags{"LightMode" = "DepthNormals"}
  537. ZWrite On
  538. Cull[_Cull]
  539. HLSLPROGRAM
  540. #pragma vertex DepthNormalsVertex
  541. #pragma fragment DepthNormalsFragment
  542. // -------------------------------------
  543. // Material Keywords
  544. #pragma shader_feature_local _NORMALMAP
  545. #pragma shader_feature_local _ALPHATEST_ON
  546. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  547. // -------------------------------------
  548. // Unity defined keywords
  549. #if UNITY_VERSION >= 202220
  550. #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  551. // Universal Pipeline keywords
  552. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  553. #endif
  554. //--------------------------------------
  555. // GPU Instancing
  556. #pragma multi_compile_instancing
  557. #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
  558. #pragma target 4.5 // Uncomment to enable DOTs instancing
  559. #pragma multi_compile _ DOTS_INSTANCING_ON // Uncomment to enable DOTs instancing
  560. #endif
  561. #include "LibraryUrp/StylizedInput.hlsl"
  562. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
  563. /* start CurvedWorld */
  564. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  565. //#define CURVEDWORLD_BEND_ID_1
  566. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  567. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  568. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  569. /* end CurvedWorld */
  570. ENDHLSL
  571. }
  572. // This pass it not used during regular rendering, only for lightmap baking.
  573. Pass
  574. {
  575. Name "Meta"
  576. Tags{ "LightMode" = "Meta" }
  577. Cull Off
  578. HLSLPROGRAM
  579. #pragma vertex UniversalVertexMeta
  580. #pragma fragment UniversalFragmentMetaSimple
  581. #if UNITY_VERSION >= 202220
  582. #pragma shader_feature EDITOR_VISUALIZATION
  583. #endif
  584. #pragma shader_feature_local_fragment _EMISSION
  585. #pragma shader_feature_local_fragment _SPECGLOSSMAP
  586. #include "LibraryUrp/StylizedInput.hlsl"
  587. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
  588. /* start CurvedWorld */
  589. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  590. //#define CURVEDWORLD_BEND_ID_1
  591. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  592. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  593. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  594. /* end CurvedWorld */
  595. ENDHLSL
  596. }
  597. Pass
  598. {
  599. Name "Universal2D"
  600. Tags{ "LightMode" = "Universal2D" }
  601. Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
  602. HLSLPROGRAM
  603. #pragma vertex vert
  604. #pragma fragment frag
  605. #pragma shader_feature_local_fragment _ALPHATEST_ON
  606. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  607. #include "LibraryUrp/StylizedInput.hlsl"
  608. #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
  609. /* start CurvedWorld */
  610. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  611. //#define CURVEDWORLD_BEND_ID_1
  612. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  613. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  614. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  615. /* end CurvedWorld */
  616. ENDHLSL
  617. }
  618. }
  619. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  620. CustomEditor "StylizedSurfaceEditor"
  621. }