2 Commits

Author SHA1 Message Date
Chris
a7470ad69b feat: updates to neighborhood test
i wouldn't recommend merging these changes, they're pretty quick and dirty. i'd just so use this as a jump-off point, maybe a point of reference at most. this was for funsies.
2026-01-02 23:28:21 -05:00
Chris
20f1fbb211 feat: added htrace 2026-01-02 23:27:08 -05:00
549 changed files with 132517 additions and 171730 deletions

1
.gitignore vendored
View File

@@ -72,4 +72,3 @@ crashlytics-build.properties
# Temporary auto-generated Android Assets # Temporary auto-generated Android Assets
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ProjectSettings/ToonyColorsPro.json

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// Toony Colors Pro+Mobile 2
// (c) 2014-2025 Jean Moreno
Shader "Reset/BaseStructureShader"
{
Properties
{
[TCP2HeaderHelp(Base)]
[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
[TCP2Separator]
[TCP2Header(Ramp Shading)]
_RampThreshold ("Threshold", Range(0.01,1)) = 0.5
_RampSmoothing ("Smoothing", Range(0.001,1)) = 0.5
[TCP2Separator]
[TCP2HeaderHelp(Rim Lighting)]
[Toggle(TCP2_RIM_LIGHTING)] _UseRim ("Enable Rim Lighting", Float) = 0
[TCP2ColorNoAlpha] _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.5)
_RimMin ("Rim Min", Range(0,2)) = 0.5
_RimMax ("Rim Max", Range(0,2)) = 1
//Rim Direction
_RimDir ("Rim Direction", Vector) = (0,0,1,1)
[TCP2Separator]
[TCP2HeaderHelp(Normal Mapping)]
[Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Mapping", Float) = 0
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Scale", Float) = 1
[NoScaleOffset] _ParallaxMap ("Height Map", 2D) = "black" {}
_Parallax ("Height", Range(0.005,0.08)) = 0.02
[TCP2Separator]
[HideInInspector] __BeginGroup_ShadowHSV ("Shadow Line", Float) = 0
_ShadowLineThreshold ("Threshold", Range(0,1)) = 0.5
_ShadowLineSmoothing ("Smoothing", Range(0.001,0.1)) = 0.015
_ShadowLineStrength ("Strength", Float) = 1
_ShadowLineColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,1)
[HideInInspector] __EndGroup ("Shadow Line", Float) = 0
// Custom Material Properties
[NoScaleOffset] _BaseColorMap ("Color Map", 2D) = "white" {}
_BaseColor ("Color", Color) = (1,1,1,1)
[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
// Avoid compile error if the properties are ending with a drawer
[HideInInspector] __dummy__ ("unused", Float) = 0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
}
HLSLINCLUDE
#define fixed half
#define fixed2 half2
#define fixed3 half3
#define fixed4 half4
#if UNITY_VERSION >= 202020
#define URP_10_OR_NEWER
#endif
#if UNITY_VERSION >= 202120
#define URP_12_OR_NEWER
#endif
#if UNITY_VERSION >= 202220
#define URP_14_OR_NEWER
#endif
// Texture/Sampler abstraction
#define TCP2_TEX2D_WITH_SAMPLER(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
#define TCP2_TEX2D_NO_SAMPLER(tex) TEXTURE2D(tex)
#define TCP2_TEX2D_SAMPLE(tex, samplertex, coord) SAMPLE_TEXTURE2D(tex, sampler##samplertex, coord)
#define TCP2_TEX2D_SAMPLE_LOD(tex, samplertex, coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler##samplertex, coord, lod)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
// Uniforms
// Custom Material Properties
TCP2_TEX2D_WITH_SAMPLER(_BaseColorMap);
// Shader Properties
TCP2_TEX2D_WITH_SAMPLER(_ParallaxMap);
TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
CBUFFER_START(UnityPerMaterial)
// Custom Material Properties
fixed4 _BaseColor;
// Shader Properties
float _Parallax;
float _BumpScale;
float _RampThreshold;
float _RampSmoothing;
float _ShadowLineThreshold;
float _ShadowLineStrength;
float _ShadowLineSmoothing;
fixed4 _ShadowLineColor;
float4 _RimDir;
float _RimMin;
float _RimMax;
fixed4 _RimColor;
fixed4 _SColor;
fixed4 _HColor;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl"
// Calculates UV offset for parallax bump mapping
inline float2 TCP2_ParallaxOffset( half h, half height, half3 viewDir )
{
h = h * height - height/2.0;
float3 v = normalize(viewDir);
v.z += 0.42;
return h * (v.xy / v.z);
}
// Cubic pulse function
// Adapted from: http://www.iquilezles.org/www/articles/functions/functions.htm (c) 2017 - Inigo Quilez - MIT License
float linearPulse(float c, float w, float x)
{
x = abs(x - c);
if (x > w)
{
return 0;
}
x /= w;
return 1 - x;
}
// Built-in renderer (CG) to SRP (HLSL) bindings
#define UnityObjectToClipPos TransformObjectToHClip
#define _WorldSpaceLightPos0 _MainLightPosition
ENDHLSL
Pass
{
Name "Main"
Tags
{
"LightMode"="UniversalForward"
}
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
// -------------------------------------
// Material keywords
#pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Render Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
// -------------------------------------
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex Vertex
#pragma fragment Fragment
//--------------------------------------
// Toony Colors Pro 2 keywords
#pragma shader_feature_local_fragment TCP2_RIM_LIGHTING
#pragma shader_feature_local _NORMALMAP
// vertex input
struct Attributes
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// vertex output / fragment input
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normal : NORMAL;
float4 worldPosAndFog : TEXCOORD0;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD1; // compute shadow coord per-vertex for the main light
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLights : TEXCOORD2;
#endif
float3 pack0 : TEXCOORD3; /* pack0.xyz = tangent */
float3 pack1 : TEXCOORD4; /* pack1.xyz = bitangent */
float2 pack2 : TEXCOORD5; /* pack2.xy = texcoord0 */
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
// Fake InputData struct needed for Forward+ macro
struct InputDataForwardPlusDummy
{
float3 positionWS;
float2 normalizedScreenSpaceUV;
};
#endif
Varyings Vertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Texture Coordinates
output.pack2.xy = input.texcoord0.xy;
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normal, input.tangent);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
// Vertex lighting
output.vertexLights = VertexLighting(vertexInput.positionWS, vertexNormalInput.normalWS);
#endif
// world position
output.worldPosAndFog = float4(vertexInput.positionWS.xyz, 0);
// normal
output.normal = normalize(vertexNormalInput.normalWS);
// tangent
output.pack0.xyz = vertexNormalInput.tangentWS;
output.pack1.xyz = vertexNormalInput.bitangentWS;
// clip position
output.positionCS = vertexInput.positionCS;
return output;
}
half4 Fragment(Varyings input
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 positionWS = input.worldPosAndFog.xyz;
float3 normalWS = normalize(input.normal);
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
half3 tangentWS = input.pack0.xyz;
half3 bitangentWS = input.pack1.xyz;
#if defined(_NORMALMAP)
half3x3 tangentToWorldMatrix = half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz);
//Parallax Offset
float __parallaxHeightMap = ( TCP2_TEX2D_SAMPLE(_ParallaxMap, _ParallaxMap, input.pack2.xy).a );
float __parallaxHeight = ( _Parallax );
half height = __parallaxHeightMap;
half3 viewDirTS = GetViewDirectionTangentSpace(half4(tangentWS, 0), normalWS, viewDirWS);
float2 offset = TCP2_ParallaxOffset(height, __parallaxHeight, viewDirTS);
input.pack2.xy += offset;
#endif
// Custom Material Properties Sampling
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack2.xy).rgba;
// Shader Properties Sampling
float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
float __bumpScale = ( _BumpScale );
float4 __albedo = ( value__BaseColorMap.rgba );
float4 __mainColor = ( _BaseColor.rgba );
float __alpha = ( __albedo.a * __mainColor.a );
float __ambientIntensity = ( 1.0 );
float __rampThreshold = ( _RampThreshold );
float __rampSmoothing = ( _RampSmoothing );
float __shadowLineThreshold = ( _ShadowLineThreshold );
float __shadowLineStrength = ( _ShadowLineStrength );
float __shadowLineSmoothing = ( _ShadowLineSmoothing );
float4 __shadowLineColor = ( _ShadowLineColor.rgba );
float3 __rimDir = ( _RimDir.xyz );
float __rimMin = ( _RimMin );
float __rimMax = ( _RimMax );
float3 __rimColor = ( _RimColor.rgb );
float __rimStrength = ( 1.0 );
float3 __shadowColor = ( _SColor.rgb );
float3 __highlightColor = ( _HColor.rgb );
#if defined(_NORMALMAP)
half4 normalMap = __normalMap;
half3 normalTS = UnpackNormalScale(normalMap, __bumpScale);
#if defined(_NORMALMAP)
normalWS = normalize( mul(normalTS, tangentToWorldMatrix) );
#endif
#endif
// main texture
half3 albedo = __albedo.rgb;
half alpha = __alpha;
half3 emission = half3(0,0,0);
albedo *= __mainColor.rgb;
// main light: direction, color, distanceAttenuation, shadowAttenuation
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
#else
float4 shadowCoord = float4(0, 0, 0, 0);
#endif
#if defined(URP_10_OR_NEWER)
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
half4 shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#elif !defined (LIGHTMAP_ON)
half4 shadowMask = unity_ProbesOcclusion;
#else
half4 shadowMask = half4(1, 1, 1, 1);
#endif
Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask);
#else
Light mainLight = GetMainLight(shadowCoord);
#endif
#if defined(_SCREEN_SPACE_OCCLUSION) || defined(USE_FORWARD_PLUS) || defined(USE_CLUSTER_LIGHT_LOOP)
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#endif
// ambient or lightmap
// Samples SH fully per-pixel. SampleSHVertex and SampleSHPixel functions
// are also defined in case you want to sample some terms per-vertex.
half3 bakedGI = SampleSH(normalWS);
half occlusion = 1;
half3 indirectDiffuse = bakedGI;
indirectDiffuse *= occlusion * albedo * __ambientIntensity;
half3 lightDir = mainLight.direction;
half3 lightColor = mainLight.color.rgb;
half atten = mainLight.shadowAttenuation * mainLight.distanceAttenuation;
half ndl = dot(normalWS, lightDir);
half3 ramp;
half rampThreshold = __rampThreshold;
half rampSmooth = __rampSmoothing * 0.5;
ndl = saturate(ndl);
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
// apply attenuation
ramp *= atten;
//Shadow Line
float ndlAtten = ndl * atten;
float shadowLineThreshold = __shadowLineThreshold;
float shadowLineStrength = __shadowLineStrength;
float shadowLineSmoothing = __shadowLineSmoothing;
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
half4 shadowLineColor = __shadowLineColor;
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
half3 color = half3(0,0,0);
// Rim Lighting
#if defined(TCP2_RIM_LIGHTING)
half3 rViewDir = viewDirWS;
half3 rimDir = __rimDir;
rViewDir = normalize(UNITY_MATRIX_V[0].xyz * rimDir.x + UNITY_MATRIX_V[1].xyz * rimDir.y + UNITY_MATRIX_V[2].xyz * rimDir.z);
half rim = 1.0f - saturate(dot(rViewDir, normalWS));
rim = ( rim );
half rimMin = __rimMin;
half rimMax = __rimMax;
rim = smoothstep(rimMin, rimMax, rim);
half3 rimColor = __rimColor;
half rimStrength = __rimStrength;
//Rim light mask
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
#endif
half3 accumulatedRamp = ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
half3 accumulatedColors = ramp * lightColor.rgb;
// Additional lights loop
#ifdef _ADDITIONAL_LIGHTS
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
// Additional directional lights in Forward+
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
#if defined(_LIGHT_LAYERS)
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
half atten = light.shadowAttenuation * light.distanceAttenuation;
#if defined(_LIGHT_LAYERS)
half3 lightDir = half3(0, 1, 0);
half3 lightColor = half3(0, 0, 0);
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
{
lightColor = light.color.rgb;
lightDir = light.direction;
}
#else
half3 lightColor = light.color.rgb;
half3 lightDir = light.direction;
#endif
half ndl = dot(normalWS, lightDir);
half3 ramp;
ndl = saturate(ndl);
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
// apply attenuation (shadowmaps & point/spot lights attenuation)
ramp *= atten;
//Shadow Line
float ndlAtten = ndl * atten;
float shadowLineThreshold = __shadowLineThreshold;
float shadowLineStrength = __shadowLineStrength;
float shadowLineSmoothing = __shadowLineSmoothing;
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
half4 shadowLineColor = __shadowLineColor;
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
accumulatedColors += ramp * lightColor.rgb;
#if defined(TCP2_RIM_LIGHTING)
// Rim light mask
half3 rimColor = __rimColor;
half rimStrength = __rimStrength;
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
#endif
}
}
// Data with dummy struct used in Forward+ macro (LIGHT_LOOP_BEGIN)
InputDataForwardPlusDummy inputData;
inputData.normalizedScreenSpaceUV = normalizedScreenSpaceUV;
inputData.positionWS = positionWS;
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
{
#if defined(URP_10_OR_NEWER)
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
#else
Light light = GetAdditionalLight(lightIndex, positionWS);
#endif
half atten = light.shadowAttenuation * light.distanceAttenuation;
#if defined(_LIGHT_LAYERS)
half3 lightDir = half3(0, 1, 0);
half3 lightColor = half3(0, 0, 0);
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
{
lightColor = light.color.rgb;
lightDir = light.direction;
}
#else
half3 lightColor = light.color.rgb;
half3 lightDir = light.direction;
#endif
half ndl = dot(normalWS, lightDir);
half3 ramp;
ndl = saturate(ndl);
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
// apply attenuation (shadowmaps & point/spot lights attenuation)
ramp *= atten;
//Shadow Line
float ndlAtten = ndl * atten;
float shadowLineThreshold = __shadowLineThreshold;
float shadowLineStrength = __shadowLineStrength;
float shadowLineSmoothing = __shadowLineSmoothing;
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
half4 shadowLineColor = __shadowLineColor;
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
accumulatedColors += ramp * lightColor.rgb;
#if defined(TCP2_RIM_LIGHTING)
// Rim light mask
half3 rimColor = __rimColor;
half rimStrength = __rimStrength;
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
#endif
}
LIGHT_LOOP_END
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
color += input.vertexLights * albedo;
#endif
accumulatedRamp = saturate(accumulatedRamp);
half3 shadowColor = (1 - accumulatedRamp.rgb) * __shadowColor;
accumulatedRamp = accumulatedColors.rgb * __highlightColor + shadowColor;
color += albedo * accumulatedRamp;
// apply ambient
color += indirectDiffuse;
color += emission;
return half4(color, alpha);
}
ENDHLSL
}
// Depth & Shadow Caster Passes
HLSLINCLUDE
#if defined(SHADOW_CASTER_PASS) || defined(DEPTH_ONLY_PASS)
#define fixed half
#define fixed2 half2
#define fixed3 half3
#define fixed4 half4
float3 _LightDirection;
float3 _LightPosition;
struct Attributes
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#if defined(DEPTH_NORMALS_PASS)
float3 normalWS : TEXCOORD0;
#endif
float3 pack0 : TEXCOORD1; /* pack0.xyz = positionWS */
float2 pack1 : TEXCOORD2; /* pack1.xy = texcoord0 */
#if defined(DEPTH_ONLY_PASS)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#endif
};
float4 GetShadowPositionHClip(Attributes input)
{
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
Varyings ShadowDepthPassVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
#if defined(DEPTH_ONLY_PASS)
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#endif
// Texture Coordinates
output.pack1.xy = input.texcoord0.xy;
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
output.pack0.xyz = vertexInput.positionWS;
#if defined(DEPTH_ONLY_PASS)
output.positionCS = TransformObjectToHClip(input.vertex.xyz);
#if defined(DEPTH_NORMALS_PASS)
float3 normalWS = TransformObjectToWorldNormal(input.normal);
output.normalWS = normalWS; // already normalized in TransformObjectToWorldNormal
#endif
#elif defined(SHADOW_CASTER_PASS)
output.positionCS = GetShadowPositionHClip(input);
#else
output.positionCS = float4(0,0,0,0);
#endif
return output;
}
half4 ShadowDepthPassFragment(
Varyings input
#if defined(DEPTH_NORMALS_PASS) && defined(_WRITE_RENDERING_LAYERS)
#if UNITY_VERSION >= 60020000
, out uint outRenderingLayers : SV_Target1
#else
, out float4 outRenderingLayers : SV_Target1
#endif
#endif
) : SV_TARGET
{
#if defined(DEPTH_ONLY_PASS)
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#endif
float3 positionWS = input.pack0.xyz;
// Custom Material Properties Sampling
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack1.xy).rgba;
// Shader Properties Sampling
float4 __albedo = ( value__BaseColorMap.rgba );
float4 __mainColor = ( _BaseColor.rgba );
float __alpha = ( __albedo.a * __mainColor.a );
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
half3 albedo = half3(1,1,1);
half alpha = __alpha;
half3 emission = half3(0,0,0);
#if defined(DEPTH_NORMALS_PASS)
#if defined(_WRITE_RENDERING_LAYERS)
#if UNITY_VERSION >= 60020000
outRenderingLayers = EncodeMeshRenderingLayer();
#else
outRenderingLayers = float4(EncodeMeshRenderingLayer(GetMeshRenderingLayer()), 0, 0, 0);
#endif
#endif
#if defined(URP_12_OR_NEWER)
return float4(input.normalWS.xyz, 0.0);
#else
return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
#endif
#endif
return 0;
}
#endif
ENDHLSL
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
ZWrite On
ZTest LEqual
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// using simple #define doesn't work, we have to use this instead
#pragma multi_compile SHADOW_CASTER_PASS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowDepthPassVertex
#pragma fragment ShadowDepthPassFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// using simple #define doesn't work, we have to use this instead
#pragma multi_compile DEPTH_ONLY_PASS
#pragma vertex ShadowDepthPassVertex
#pragma fragment ShadowDepthPassFragment
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
ZWrite On
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 2.0
#pragma multi_compile_instancing
// using simple #define doesn't work, we have to use this instead
#pragma multi_compile DEPTH_ONLY_PASS
#pragma multi_compile DEPTH_NORMALS_PASS
#pragma vertex ShadowDepthPassVertex
#pragma fragment ShadowDepthPassFragment
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "ToonyColorsPro.ShaderGenerator.MaterialInspector_SG2"
}
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