OldBlueWater/BlueWater/Assets/FlatKit/Shaders/StylizedSurface/StylizedSurfaceOutline.shader
2023-08-05 01:02:49 +09:00

406 lines
16 KiB
Plaintext
Executable File

Shader "FlatKit/Stylized Surface With Outline"
{
Properties
{
[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
[Space(10)]
[KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
_ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
_ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
_Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
[IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
_CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
_CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
[Space(10)]
[Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
_ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
_ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
_FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
[Space(10)]
[Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
[HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
_FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
[Space(10)]
[Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
[HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
_FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
_FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
[Space(10)]
[Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
[HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
_GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
_GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
_GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
[Space(10)]
[Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
_LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
_LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
// Used to provide light direction to cel shading if all light in the scene is baked.
[Space(5)]
[Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override light direction", Int) = 0
_LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
_LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
[HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
[KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
_UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
_UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
[MainTexture] _BaseMap("[FOLDOUT(Texture maps){6}]Albedo", 2D) = "white" {}
[Space][KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
[Space]_TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
[Space(20)]_BumpMap ("Normal Map", 2D) = "bump" {}
_EmissionMap ("Emission Map", 2D) = "black" {}
[HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
[HideInInspector] _Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// --------------------- OUTLINE PROPS -----------------------
_OutlineColor("[FOLDOUT(Outline){5}]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_OutlineWidth("Width", Float) = 0.01
_OutlineScale("Scale", Float) = 1.0
_OutlineDepthOffset("Depth Offset", Range(0, 1)) = 0.0
_CameraDistanceImpact("Camera Distance Impact", Range(0, 1)) = 0.0
/* start CurvedWorld */
//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
/* end CurvedWorld */
}
SubShader
{
Tags
{
"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"
}
LOD 300
UsePass "FlatKit/Stylized Surface/ForwardLit"
Pass
{
Cull Front
CGPROGRAM
#include "UnityInstancing.cginc"
#include "UnityCG.cginc"
/* 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 */
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
#pragma multi_compile_fog
UNITY_INSTANCING_BUFFER_START(OutlineProps)
UNITY_DEFINE_INSTANCED_PROP(half4, _OutlineColor)
UNITY_DEFINE_INSTANCED_PROP(half, _OutlineWidth)
UNITY_DEFINE_INSTANCED_PROP(half, _OutlineScale)
UNITY_DEFINE_INSTANCED_PROP(half, _OutlineDepthOffset)
UNITY_DEFINE_INSTANCED_PROP(half, _CameraDistanceImpact)
UNITY_INSTANCING_BUFFER_END(OutlineProps)
struct VertexInput
{
float4 position : POSITION;
float3 normal : NORMAL;
/* start CurvedWorld */
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
float4 tangent : TANGENT;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
UNITY_FOG_COORDS(0)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput VertexProgram(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
/* start CurvedWorld */
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.position, v.normal, v.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(v.position)
#endif
#endif
/* end CurvedWorld */
UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 clipPosition = UnityObjectToClipPos(v.position * _OutlineScale);
const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal));
const half outlineWidth = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineWidth);
const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
const float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * outlineWidth * cameraDistanceImpact
* 2.0;
clipPosition.xy += offset;
const half outlineDepthOffset = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineDepthOffset);
clipPosition.z -= outlineDepthOffset;
o.position = clipPosition;
o.normal = clipNormal;
UNITY_TRANSFER_FOG(o, o.position);
return o;
}
half4 FragmentProgram(VertexOutput i) : SV_TARGET
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 color = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineColor);
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
// All the following passes are from URP SimpleLit.shader.
// UsePass "Universal Render Pipeline/Simple Lit/..." - produces z-buffer glitches in local and global outlines combination.
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
// -------------------------------------
// Material Keywords
#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
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
ZWrite[_ZWrite]
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
//#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// 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 _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
ZWrite On
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#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 "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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 "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
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_local_fragment _EMISSION
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
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 "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "StylizedSurfaceEditor"
}