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- // Shader uses custom editor to set double sided GI
- // Needs _Culling to be set properly
- Shader "Lux URP/Fast Outline AlphaTested"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(uj834ddvqvmq)]
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _ZTest ("ZTest", Int) = 4
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Culling", Float) = 2
- [Enum(Off,0,On,1)]
- _Coverage ("Alpha To Coverage", Float) = 0
- [Space(5)]
- [IntRange] _StencilRef ("Stencil Reference", Range (0, 255)) = 0
- [IntRange] _ReadMask (" Read Mask", Range (0, 255)) = 255
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _StencilCompare ("Stencil Comparison", Int) = 6
- [Header(Outline)]
- [Space(8)]
- _OutlineColor ("Color", Color) = (1,1,1,1)
- _Border ("Width", Float) = 3
- [Space(5)]
- [Toggle(_APPLYFOG)]
- _ApplyFog ("Enable Fog", Float) = 0.0
- [Header(Surface Inputs)]
- [Space(8)]
- [MainColor]
- _BaseColor ("Color", Color) = (1,1,1,1)
- [MainTexture]
- _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
- _Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
- // Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
- [HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
- [HideInInspector] _Color ("Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Transparent+59" // +59 smalltest to get drawn on top of transparents
- }
- LOD 100
- Pass
- {
- Name "StandardUnlit"
- Tags{"LightMode" = "UniversalForward"}
- Stencil {
- Ref [_StencilRef]
- ReadMask [_ReadMask]
- Comp [_StencilCompare]
- Pass Keep
- }
- ZWrite On
- ZTest [_ZTest]
- Cull [_Cull]
- AlphaToMask [_Coverage]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- // Shader target needs to be 3.0 due to tex2Dlod in the vertex shader and VFACE
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #define _ALPHATEST_ON
- #pragma shader_feature_local_fragment _APPLYFOG
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
- // Include base inputs and all other needed "base" includes
- #include "Includes/Lux URP Fast Outlines AlphaTested Inputs.hlsl"
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
- //--------------------------------------
- // Vertex shader
- VertexOutputSimple LitPassVertex(VertexInputSimple input)
- {
- VertexOutputSimple output = (VertexOutputSimple)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- VertexPositionInputs vertexInput;
- vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- #if defined(_APPLYFOG)
- output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.positionCS = vertexInput.positionCS;
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeSurfaceData(
- float2 uv,
- out SurfaceDescriptionSimple outSurfaceData)
- {
- half innerAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
- // Outline
- float2 offset = float2(1,1);
- float2 shift = fwidth(uv) * _Border * 0.5f;
- float2 sampleCoord = uv + shufflefast(offset, shift);
- half shuffleAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
- offset = float2(-1,1);
- sampleCoord = uv + shufflefast(offset, shift);
- shuffleAlpha += SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
- offset = float2(1,-1);
- sampleCoord = uv + shufflefast(offset, shift);
- shuffleAlpha += SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
- offset = float2(-1,-1);
- sampleCoord = uv + shufflefast(offset, shift);
- shuffleAlpha += SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
- // Mask inner parts - which is not really needed when using the stencil buffer. Let's do it anyway, just in case.
- shuffleAlpha = lerp(shuffleAlpha, 0, step(_Cutoff, innerAlpha) );
- // Apply clip
- outSurfaceData.alpha = Alpha(shuffleAlpha, 1, _Cutoff);
- }
- void InitializeInputData(VertexOutputSimple input, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(_APPLYFOG)
- inputData.fogCoord = input.fogFactor;
- #endif
- }
- half4 LitPassFragment(VertexOutputSimple input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // Get the surface description
- SurfaceDescriptionSimple surfaceData;
- InitializeSurfaceData(input.uv, surfaceData);
- // Prepare surface data (like bring normal into world space and get missing inputs like gi). Super simple here.
- InputData inputData;
- InitializeInputData(input, inputData);
- // Apply color – as we do not have any lighting.
- half4 color = half4(_OutlineColor.rgb, surfaceData.alpha);
- // Add fog
- #if defined(_APPLYFOG)
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- #endif
- return color;
- }
- ENDHLSL
- }
- // End Passes -----------------------------------------------------
-
- }
- FallBack "Hidden/InternalErrorShader"
- }
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