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- Shader "Lux URP/Toon & Outline HLSL"
- {
- Properties
- {
- [HeaderHelpLuxURPToon_URL(6zvjnfuiskj1)]
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _ZTest ("ZTest", Int) = 4
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Culling", Float) = 2
- [Toggle(_ALPHATEST_ON)]
- _AlphaClip ("Alpha Clipping", Float) = 0.0
- [LuxURPHelpDrawer]
- _Help ("Enabling Alpha Clipping needs you to enable and assign the Albedo (RGB) Alpha (A) Map as well.", Float) = 0.0
- _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
- [Enum(Off,0,On,1)]_Coverage (" Alpha To Coverage", Float) = 0
- [Enum(All,15,Depth,0)]
- _ColorMask ("Color Mask", Float) = 15
- [Space(5)]
- [Toggle(_SSAO_ENABLED)]
- _ReceiveSSAO ("Receive SSAO", Float) = 1.0
-
- [Header(Toon Lighting)]
- [Space(8)]
- [IntRange] _Steps ("Steps", Range(1, 8)) = 1
- _DiffuseFallOff ("Diffuse Falloff", Range(0, 1)) = 0.01
- _DiffuseStep ("Diffuse Step", Range(-1, 1)) = 0
- [Space(5)]
- [KeywordEnum(Off, SmoothSampling, PointSampling)] _Ramp ("Ramp Mode", Float) = 0
- [NoScaleOffset]
- _GradientMap (" Ramp", 2D) = "white" {}
- _OcclusionStrength ("Occlusion", Range(0.0, 1.0)) = 1
- [Header(Advanced Toon Lighting)]
- [Space(8)]
- //[Toggle(_COLORIZEMAIN)]
- _ColorizedShadowsMain ("Colorize Main Light", Range(0, 1)) = 0.0
- //[Toggle(_COLORIZEADD)]
- _ColorizedShadowsAdd ("Colorize Add Lights", Range(0, 1)) = 0.0
- _LightColorContribution ("Light Color Contribution", Range(0, 1)) = 1
- _AddLightFallOff ("Light Falloff", Range(0.0001, 1)) = 1
- [Header(Specular Toon Lighting)]
- [Space(8)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [Toggle(_ANISOTROPIC)]
- _Anisotropic (" Anisotropic Specular", Float) = 0.0
- _Anisotropy (" Anisotropy", Range(-1.0, 1.0)) = 0.0
- [Space(5)]
- [Toggle]
- _EnergyConservation (" EnergyConservation", Float) = 1
- [HDR] _SpecColor (" Specular", Color) = (0.2, 0.2, 0.2)
- [HDR] _SpecColor2nd (" Secondary Specular", Color) = (0.4, 0.4, 0.4)
- _Smoothness (" Smoothness", Range(0.0, 1.0)) = 0.5
- _SpecularStep (" Specular Step", Range(0.3, 0.5)) = 0.45
- _SpecularFallOff (" Specular Falloff", Range(0, 1)) = 0.01
-
- [Header(Toon Rim)]
- [Space(8)]
- [Toggle(_TOONRIM)]
- _EnableToonRim ("Enable Toon Rim", Float) = 0.0
- [HDR] _ToonRimColor (" Rim Color", Color) = (1, 1, 1, 1)
- _ToonRimPower (" Rim Power", Range(0, 1)) = 0.5
- _ToonRimFallOff (" Rim Falloff", Range(0, 1)) = 1
- _ToonRimAttenuation (" Rim Attenuation", Range(0, 1)) = 0
- [Header(Toon Shadows)]
- [Space(8)]
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
- _ShadowOffset (" Shadow Offset", Float) = 1.0
- _ShadowFallOff (" Shadow Falloff", Range(0.5, 1)) = 0.75
- _ShadoBiasDirectional (" Shadow Bias Directional", Range(0, 1)) = 0
- _ShadowBiasAdditional (" Shadow Bias Additional", Range(0, 1)) = 0
-
- [Header(Toon Outline)]
- [Space(8)]
- _OutlineColor ("Color (RGB) Alpha (A)", Color) = (0,0,0,1)
- _Border ("Width", Float) = 10
- [Toggle(_COMPENSATESCALE)]
- _CompensateScale ("Compensate Object Scale", Float) = 0
- [Toggle(_OUTLINEINSCREENSPACE)]
- _OutlineInScreenSpace ("Calculate width in Screen Space", Float) = 0
- [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestOutline ("ZTest Outline", Int) = 4
- [Enum(UnityEngine.Rendering.CullMode)]
- _CullOutline ("Culling Outline", Float) = 1
- [Header(Surface Inputs)]
- [Space(8)]
- [MainColor]
- _BaseColor ("Color (RGB) Alpha (A)", Color) = (1,1,1,1)
- _ShadedBaseColor ("Shaded Color (RGB)", Color) = (0,0,0,1)
- [Space(5)]
- [KeywordEnum(Off, One, Two)] _TexMode ("TextureMode", Float) = 0
- [MainTexture]
- _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
- [NoScaleOffset]
- _ShadedBaseMap ("Shaded Albedo (RGB)", 2D) = "white" {}
- [Space(5)]
- [Toggle(_MASKMAP)]
- _EnableMaskMap ("Enable Mask Map", Float) = 0.0
- [NoScaleOffset]
- _MaskMap (" Emission (R) Specular (G) Occlusion (B) Smoothness (A)", 2D) = "white" {}
- [HDR] _EmissionColor (" Emission Color", Color) = (0,0,0,0)
- [Space(5)]
- [Toggle(_NORMALMAP)]
- _ApplyNormal ("Enable Normal Map", Float) = 0.0
- [NoScaleOffset]
- _BumpMap (" Normal Map", 2D) = "bump" {}
- _BumpScale (" Normal Scale", Float) = 1.0
-
- // Lux URP standards
- [Header(Rim Lighting)]
- [Space(8)]
- [Toggle(_RIMLIGHTING)]
- _Rim ("Enable Rim Lighting", Float) = 0
- [HDR] _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,1)
- _RimPower ("Rim Power", Float) = 2
- _RimFrequency ("Rim Frequency", Float) = 0
- _RimMinPower (" Rim Min Power", Float) = 1
- _RimPerPositionFrequency (" Rim Per Position Frequency", Range(0.0, 1.0)) = 1
- [Header(Stencil)]
- [Space(8)]
- [IntRange] _Stencil ("Stencil Reference", Range (0, 255)) = 0
- [IntRange] _ReadMask (" Read Mask", Range (0, 255)) = 255
- [IntRange] _WriteMask (" Write Mask", Range (0, 255)) = 255
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _StencilComp ("Stencil Comparison", Int) = 8 // always – terrain should be the first thing being rendered anyway
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilOp ("Stencil Operation", Int) = 0 // 0 = keep, 2 = replace
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilFail ("Stencil Fail Op", Int) = 0 // 0 = keep
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilZFail ("Stencil ZFail Op", Int) = 0 // 0 = keep
- [Header(Advanced)]
- [Space(8)]
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 0.0
-
- [Header(Render Queue)]
- [Space(8)]
- [IntRange] _QueueOffset ("Queue Offset", Range(-50, 50)) = 0
- // Needed by the inspector
- [HideInInspector] _Culling ("Culling", Float) = 0.0
- [HideInInspector] _AlphaFromMaskMap ("AlphaFromMaskMap", Float) = 1.0
- // Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
- [HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
- [HideInInspector] _Color ("Color", Color) = (1,1,1,1)
- [HideInInspector]
- _SrcBlend ("SrcBlend", Float) = 1.0
- [HideInInspector]
- _DstBlend ("DstBlend", Float) = 0.0
- [HideInInspector]
- _ZWrite ("ZWrite", Float) = 1.0
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Geometry"
- }
- LOD 100
- // /////////////////////////////////////////////////////
- // Outline Pass
- Pass
- {
- Name "Outline"
- // Here we have to fool URP < 8.0: We want the outline to render AFTER the regular shaded pass.
- // This worked fine in URP 7.4.1 but 8.x and above would draw the outine first...
- // So we tag the outline pass as "LightMode" = "UniversalForward" which makes unity draw it after our "regular" pass.
-
- Tags{"LightMode" = "UniversalForward"}
-
- //Tags{"LightMode" = "Outline"} // Needed to disable pass but then it does not get rendered...
- Blend SrcAlpha OneMinusSrcAlpha
- Cull [_CullOutline]
- ZWrite On
- ZTest [_ZTestOutline]
- AlphaToMask [_Coverage]
- 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 _ALPHATEST_ON
- #pragma shader_feature_local _COMPENSATESCALE
- #pragma shader_feature_local _OUTLINEINSCREENSPACE
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma vertex OutlineVertex
- #pragma fragment OutlineFrag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
- // Include base inputs and all other needed "base" includes
- #include "Includes/Lux URP Toon Inputs.hlsl"
- //#if defined(_ALPHATEST_ON)
- //TEXTURE2D(_Basemap); SAMPLER(sampler_Basemap);
- //#endif
- struct VertexInputOutline
- {
- float4 vertex : POSITION;
- #if defined(_ALPHATEST_ON)
- float2 texcoord : TEXCOORD0;
- float2 uv : TEXCOORD1;
- #else
- float3 normal : NORMAL;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutputOutline
- {
- float4 positionCS : POSITION;
- half fogCoord : TEXCOORD0;
- #if defined(_ALPHATEST_ON)
- float2 uv : TEXCOORD1;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VertexOutputOutline OutlineVertex(VertexInputOutline input)
- {
- VertexOutputOutline output = (VertexOutputOutline)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- #if !defined(_ALPHATEST_ON)
- // 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
- input.vertex.xyz += input.normal * 0.001 * _Border
- #if defined(_COMPENSATESCALE)
- / scale
- #endif
- ;
- #endif
- output.positionCS = TransformObjectToHClip(input.vertex.xyz);
- // Extrude
- #if defined(_OUTLINEINSCREENSPACE)
- if (_Border > 0.0h) {
- //float3 normal = mul(UNITY_MATRIX_MVP, float4(input.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;
- output.positionCS.xy += ((offset * _Border) / ndc * output.positionCS.w);
- }
- #endif
- #else
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.positionCS = TransformObjectToHClip(input.vertex.xyz);
- #endif
- output.fogCoord = ComputeFogFactor(output.positionCS.z);
- return output;
- }
- // Helper
- inline float2 shufflefast (float2 offset, float2 shift) {
- return offset * shift;
- }
- half4 OutlineFrag (VertexOutputOutline input ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(_ALPHATEST_ON)
- float2 uv = input.uv;
- float2 offset = float2(1,1);
- #if defined(_OUTLINEINSCREENSPACE)
- float2 shift = fwidth(uv) * _Border * 0.5f;
- #else
- float2 shift = _Border.xx * 0.5 * _BaseMap_TexelSize.xy;
- #endif
- 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;
- //shuffleAlpha = saturate(shuffleAlpha); // not needed
- //shuffleAlpha *= 0.25; // bad!
- // Mask inner parts - does not work properly with different _Cutoff values?!
- // So we go with ZTest Less
- //shuffleAlpha = shuffleAlpha * ( 1 - step(_Cutoff, innerAlpha) );
- //shuffleAlpha = lerp(shuffleAlpha, 0, step(_Cutoff, innerAlpha) );
- // Apply clip
- clip(shuffleAlpha - _Cutoff);
- #endif
- half4 color = _OutlineColor;
- color.rgb = MixFog(color.rgb, input.fogCoord);
- return color;
- }
- ENDHLSL
- }
- // /////////////////////////////////////////////////////
- // Regular Passes
- Pass
- {
- Name "ForwardLit"
- // Outline pass uses "LightMode" = "UniversalForward" to fool URP > 8.x
- //Tags{"LightMode" = "UniversalForward"}
- Stencil {
- Ref [_Stencil]
- ReadMask [_ReadMask]
- WriteMask [_WriteMask]
- Comp [_StencilComp]
- Pass [_StencilOp]
- Fail [_StencilFail]
- ZFail [_StencilZFail]
- }
-
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- ZTest [_ZTest]
- Cull [_Cull]
- AlphaToMask [_Coverage]
- // Experimental!
- ColorMask [_ColorMask]
- 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 or VFACE
- #pragma target 3.0
- // -------------------------------------
- // Material Keywords
- #define _SPECULAR_SETUP 1
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _COLORIZEMAIN
- #pragma shader_feature_local_fragment _COLORIZEADD
- #pragma shader_feature_local_fragment _TOONRIM
- //#pragma shader_feature_local GRADIENT_ON
- #pragma shader_feature_local _ _RAMP_SMOOTHSAMPLING _RAMP_POINTSAMPLING
- #pragma shader_feature_local _ _TEXMODE_ONE _TEXMODE_TWO
- #pragma shader_feature_local_fragment _SSAO_ENABLED
- #pragma shader_feature_local _MASKMAP
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _RIMLIGHTING
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _ANISOTROPIC // Also affects vertex shader! (vertex input)
- // -------------------------------------
- // 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // Include base inputs and all other needed "base" includes
- #include "Includes/Lux URP Toon Inputs.hlsl"
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
- //--------------------------------------
- // Vertex shader
- VertexOutput LitPassVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)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(_NORMALMAP) || (defined(_ANISOTROPIC) && !defined(_SPECULARHIGHLIGHTS_OFF))
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- #else
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(0,0,0,0));
- #endif
- float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #if defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO) || defined(_TEXMODE_TWO) || defined(_NORMALMAP) || defined(_MASKMAP)
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- output.normalWS = normalInput.normalWS;
- output.viewDirWS = viewDirWS;
- #if defined (_NORMALMAP) || (defined(_ANISOTROPIC) && !defined(_SPECULARHIGHLIGHTS_OFF))
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- #endif
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
-
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- output.positionWS = vertexInput.positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionCS = vertexInput.positionCS;
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeSurfaceData(
- float2 uv,
- out SurfaceDescription outSurfaceData)
- {
- #if defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO)
- half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- albedoAlpha *= _BaseColor;
- #else
- half4 albedoAlpha = _BaseColor;
- #endif
-
- #if defined(_ALPHATEST_ON) && (defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO))
- outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
- #else
- outSurfaceData.alpha = albedoAlpha.a;
- #endif
- #if defined(_TEXMODE_TWO)
- half3 albedoShaded = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_ShadedBaseMap, sampler_BaseMap)).rgb;
- #else
- #if defined(_TEXMODE_ONE)
- half3 albedoShaded = albedoAlpha.rgb;
- #else
- half3 albedoShaded = half3(1,1,1);
- #endif
- #endif
- #if defined(_MASKMAP)
- half4 maskSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv);
- outSurfaceData.occlusion = lerp(1.0h, maskSample.b, _OcclusionStrength);
- outSurfaceData.smoothness = maskSample.a * _Smoothness;
- outSurfaceData.specular = lerp(_SpecColor2nd.rgb, _SpecColor.rgb, maskSample.g);
- outSurfaceData.emission = maskSample.r * _EmissionColor.rgb;
- #else
- outSurfaceData.occlusion = _OcclusionStrength;
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.specular = _SpecColor.rgb;
- outSurfaceData.emission = 0;
- #endif
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.albedoShaded = albedoShaded * _ShadedBaseColor.rgb;
- outSurfaceData.metallic = 0;
-
- // Normal Map
- #if defined (_NORMALMAP)
- outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
- #else
- outSurfaceData.normalTS = half3(0,0,1);
- #endif
- }
- void InitializeInputData(VertexOutput input, half3 normalTS, half facing, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- inputData.positionWS = input.positionWS;
- #endif
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- #if defined(_NORMALMAP)
- normalTS.z *= facing;
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
- #else
- inputData.normalWS = input.normalWS * facing;
- #endif
- // Not normalized normals cause uggly specular highlights on mobile. So we always normalize.
- #if !defined(_SPECULARHIGHLIGHTS_OFF)
- inputData.normalWS = normalize(inputData.normalWS);
- #else
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #endif
- inputData.viewDirectionWS = viewDirWS;
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
- inputData.fogCoord = input.fogFactorAndVertexLight.x;
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
-
- //inputData.normalizedScreenSpaceUV = input.positionCS.xy;
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- }
- half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // Get the surface description
- SurfaceDescription surfaceData;
- #if defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO) || defined(_TEXMODE_TWO) || defined(_NORMALMAP) || defined(_MASKMAP)
- InitializeSurfaceData(input.uv, surfaceData);
- #else
- InitializeSurfaceData(float2(0,0), surfaceData);
- #endif
- // Prepare surface data (like bring normal into world space and get missing inputs like gi)
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, facing, inputData);
- #if defined(_RIMLIGHTING)
- half rim = saturate(1.0h - saturate( dot(inputData.normalWS, inputData.viewDirectionWS) ) );
- half power = _RimPower;
- UNITY_BRANCH if(_RimFrequency > 0 ) {
- half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h ) * _RimPerPositionFrequency ) * 3.1416h;
- power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition) ) * 0.5h );
- }
- surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a;
- #endif
- // Apply lighting
- half4 color = LuxURPToonFragmentPBR(
- inputData,
- #if defined(_ANISOTROPIC) && !defined(_SPECULARHIGHLIGHTS_OFF)
- input.tangentWS,
- _Anisotropy,
- #endif
- surfaceData.albedo,
- surfaceData.albedoShaded,
- surfaceData.metallic,
- surfaceData.specular,
- _Steps,
- _DiffuseStep,
- _DiffuseFallOff,
-
- _EnergyConservation,
- _SpecularStep,
- _SpecularFallOff,
- _ColorizedShadowsMain,
- _ColorizedShadowsAdd,
- _LightColorContribution,
- _AddLightFallOff,
-
- _ShadowFallOff,
- _ShadoBiasDirectional,
- _ShadowBiasAdditional,
- _ToonRimColor.rgb,
- _ToonRimPower,
- _ToonRimFallOff,
- _ToonRimAttenuation,
- surfaceData.smoothness,
- surfaceData.occlusion,
- surfaceData.emission,
- surfaceData.alpha
- );
- // Add fog
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- return color;
- }
- ENDHLSL
- }
- // Shadows -----------------------------------------------------
-
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
- ZWrite On
- ZTest LEqual
- Cull[_Cull]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local _ _TEXMODE_ONE _TEXMODE_TWO
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- // Include base inputs and all other needed "base" includes
- #include "Includes/Lux URP Toon Inputs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
-
- // Shadow caster specific input
- float3 _LightDirection;
- VertexOutput ShadowPassVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- #if defined(_ALPHATEST_ON) && (defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO))
- output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- float3 normalWS = TransformObjectToWorldDir(input.normalOS);
- output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS * _ShadowOffset, _LightDirection));
- #if UNITY_REVERSED_Z
- output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
- #else
- output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
- #endif
- return output;
- }
- half4 ShadowPassFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(_ALPHATEST_ON) && (defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO))
- half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).a;
- clip (mask - _Cutoff);
- #endif
- return 0;
- }
- ENDHLSL
- }
- // Depth -----------------------------------------------------
- Pass
- {
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- Cull[_Cull]
- 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 vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local _ _TEXMODE_ONE _TEXMODE_TWO
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #define DEPTHONLYPASS
- #include "Includes/Lux URP Toon Inputs.hlsl"
- VertexOutput DepthOnlyVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- #if defined(_ALPHATEST_ON) && (defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO))
- output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- return output;
- }
- half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(_ALPHATEST_ON) && (defined(_TEXMODE_ONE) || defined(_TEXMODE_TWO))
- half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy).a;
- clip (mask - _Cutoff);
- #endif
- return 0;
- }
- ENDHLSL
- }
- // Depth Normals -----------------------------------------------------
-
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
- ZWrite On
- Cull[_Cull]
- 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 vertex DepthNormalsVertex
- #pragma fragment DepthNormalsFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local _ _TEXMODE_ONE _TEXMODE_TWO
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
- //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Includes/Lux URP Toon Inputs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
- ENDHLSL
- }
- // Meta -----------------------------------------------------
-
- Pass
- {
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
- #define _SPECULAR_SETUP
- // First include all our custom stuff
- #include "Includes/Lux URP Toon Inputs.hlsl"
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- outSurfaceData.alpha = Alpha(albedoAlpha.a, half4(1.0h, 1.0h, 1.0h, 1.0h), _Cutoff);
- outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
- outSurfaceData.metallic = 0;
- outSurfaceData.specular = _SpecColor.rgb;
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.normalTS = half3(0,0,1);
- outSurfaceData.occlusion = 1;
- outSurfaceData.emission = 0;
- // UPR 10+
- //#if VERSION_GREATER_EQUAL(10, 0)
- outSurfaceData.clearCoatMask = 0;
- outSurfaceData.clearCoatSmoothness = 0;
- //#endif
- }
- // Finally include the meta pass related stuff
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
- ENDHLSL
- }
- // End Passes -----------------------------------------------------
-
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "LuxURPUniversalCustomShaderGUI"
- }
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