474 lines
19 KiB
Plaintext
474 lines
19 KiB
Plaintext
![]() |
Shader "FlatKit/Stylized Surface"
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{
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Properties
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{
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[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
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[Space(10)]
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[KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
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_ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
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_ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
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[IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
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_CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
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_CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
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[Space(10)]
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[Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
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_ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
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_ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
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[Space(10)]
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[Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
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[HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
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_FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
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[Space(10)]
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[Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
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[HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
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_FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
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_FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
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[Space(10)]
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[Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
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[HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
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_GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
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_GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
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_GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
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[Space(10)]
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[Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
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[Space]
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[Toggle(DR_OUTLINE_ON)] _OutlineEnabled("Enable Outline", Int) = 0
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_OutlineWidth("[DR_OUTLINE_ON]Width", Float) = 1.0
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_OutlineColor("[DR_OUTLINE_ON]Color", Color) = (1, 1, 1, 1)
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_OutlineScale("[DR_OUTLINE_ON]Scale", Float) = 1.0
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_OutlineDepthOffset("[DR_OUTLINE_ON]Depth Offset", Range(0, 1)) = 0.0
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_CameraDistanceImpact("[DR_OUTLINE_ON]Camera Distance Impact", Range(0, 1)) = 0.0
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_LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
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_LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
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// Used to provide light direction to cel shading if all light in the scene is baked.
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[Space]
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[Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override light direction", Int) = 0
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_LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
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_LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
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[HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
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[KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){5}]Mode", Float) = 0
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_UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
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_UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
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[Toggle(_UNITYSHADOW_OCCLUSION)]_UnityShadowOcclusion("Shadow Occlusion", Int) = 0
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[MainTexture] _BaseMap("[FOLDOUT(Texture maps){6}]Albedo", 2D) = "white" {}
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[Space][KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
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[Space]_TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_EmissionMap ("Emission Map", 2D) = "black" {}
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[HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5
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// Blending state
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[HideInInspector] _Surface("__surface", Float) = 0.0
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[HideInInspector] _Blend("__blend", Float) = 0.0
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[HideInInspector] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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// Editmode props
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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/* start CurvedWorld */
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//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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/* end CurvedWorld */
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}
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SubShader
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{
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
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LOD 300
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Pass
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{
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Name "ForwardLit"
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Tags {"LightMode" = "UniversalForwardOnly"}
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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#pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
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#pragma shader_feature_local DR_CEL_EXTRA_ON
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#pragma shader_feature_local DR_GRADIENT_ON
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#pragma shader_feature_local DR_SPECULAR_ON
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#pragma shader_feature_local DR_RIM_ON
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#pragma shader_feature_local DR_VERTEX_COLORS_ON
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#pragma shader_feature_local DR_ENABLE_LIGHTMAP_DIR
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#pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
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#pragma shader_feature_local _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD
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#pragma shader_feature_local _UNITYSHADOW_OCCLUSION
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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// #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
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// #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Universal Pipeline keywords
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
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#if VERSION_GREATER_EQUAL(11, 0)
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#else
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#endif
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#if VERSION_GREATER_EQUAL(12, 0)
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#endif
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#if VERSION_GREATER_EQUAL(12, 0)
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// #pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#endif
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex StylizedPassVertex
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#pragma fragment StylizedPassFragment
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#define BUMP_SCALE_NOT_SUPPORTED 1
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// TODO: Toggle _NORMALMAP from the editor script.
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#define _NORMALMAP
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#include "LibraryUrp/StylizedInput.hlsl"
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#include "LibraryUrp/LitForwardPass_DR.hlsl"
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#include "LibraryUrp/Lighting_DR.hlsl"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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ENDHLSL
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}
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Pass
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{
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Name "Outline"
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Tags{"LightMode" = "SRPDefaultUnlit"}
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Cull Front
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HLSLPROGRAM
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#include "LibraryUrp/StylizedInput.hlsl"
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#pragma vertex VertexProgram
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#pragma fragment FragmentProgram
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#pragma multi_compile _ DR_OUTLINE_ON
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#pragma multi_compile_fog
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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struct VertexInput
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float fogCoord : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 ObjectToClipPos(float4 pos)
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{
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return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
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}
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VertexOutput VertexProgram(VertexInput v)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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VertexOutput o = (VertexOutput)0;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#if defined(DR_OUTLINE_ON)
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float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
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const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal));
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const half outlineWidth = _OutlineWidth;
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const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
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const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
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const float2 offset = normalize(clipNormal.xy) / aspectRatio * outlineWidth * cameraDistanceImpact * 0.005;
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clipPosition.xy += offset;
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const half outlineDepthOffset = _OutlineDepthOffset;
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#if UNITY_REVERSED_Z
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clipPosition.z -= outlineDepthOffset * 0.1;
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#else
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clipPosition.z += outlineDepthOffset * 0.1 * (1.0 - UNITY_NEAR_CLIP_VALUE);
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#endif
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o.position = clipPosition;
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o.normal = clipNormal;
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o.fogCoord = ComputeFogFactor(o.position.z);
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#endif
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return o;
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}
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half4 FragmentProgram(VertexOutput i) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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half4 color = _OutlineColor;
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color.rgb = MixFog(color.rgb, i.fogCoord);
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return color;
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}
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ENDHLSL
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}
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// All the following passes are from URP SimpleLit.shader.
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// UsePass "Universal Render Pipeline/Simple Lit/..." - not included in build and produces z-buffer glitches in
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// local and global outlines combination.
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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// -------------------------------------
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// Universal Pipeline keywords
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "LibraryUrp/StylizedInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "LibraryUrp/StylizedInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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/* start CurvedWorld */
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//#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_fragment _ALPHATEST_ON
|
||
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
||
|
#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
|
||
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
|
||
|
#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"
|
||
|
}
|