Shader "Lux URP/Toon Outline" { Properties { [HeaderHelpLuxURP_URL(68hb5r7b3dnz)] [Space(8)] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 1 [Header(Outline)] _Color ("Color", Color) = (0,0,0,1) _Border ("Width", Float) = 3 [Toggle(_COMPENSATESCALE)] _CompensateScale (" Compensate Scale", Float) = 0 [Toggle(_OUTLINEINSCREENSPACE)] _OutlineInScreenSpace (" Calculate width in Screen Space", Float) = 0 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType"="Opaque" "Queue"= "Geometry+1" } Pass { Name "StandardUnlit" Tags{"LightMode" = "UniversalForward"} Blend SrcAlpha OneMinusSrcAlpha Cull[_Cull] ZTest [_ZTest] // Make sure we do not get overwritten ZWrite On HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma shader_feature_local _COMPENSATESCALE #pragma shader_feature_local _OUTLINEINSCREENSPACE // ------------------------------------- // Lightweight Pipeline keywords // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex vert #pragma fragment frag // Lighting include is needed because of GI #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half4 _Color; half _Border; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 position : POSITION; half fogCoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // Extrude #if !defined(_OUTLINEINSCREENSPACE) #if defined(_COMPENSATESCALE) float3 scale; scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)); scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)); scale.z = length(float3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z)); #endif v.vertex.xyz += v.normal * 0.001 * _Border #if defined(_COMPENSATESCALE) / scale #endif ; #endif o.position = TransformObjectToHClip(v.vertex.xyz); o.fogCoord = ComputeFogFactor(o.position.z); // Extrude #if defined(_OUTLINEINSCREENSPACE) if (_Border > 0.0h) { //float3 normal = mul(UNITY_MATRIX_MVP, float4(v.normal, 0)).xyz; // to clip space float3 normal = mul(GetWorldToHClipMatrix(), mul(GetObjectToWorldMatrix(), float4(v.normal, 0.0))).xyz; float2 offset = normalize(normal.xy); float2 ndc = _ScreenParams.xy * 0.5; o.position.xy += ((offset * _Border) / ndc * o.position.w); } #endif return o; } half4 frag (VertexOutput input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); _Color.rgb = MixFog(_Color.rgb, input.fogCoord); return half4(_Color); } ENDHLSL } } FallBack "Hidden/InternalErrorShader" }