783 lines
27 KiB
Plaintext
783 lines
27 KiB
Plaintext
// Toony Colors Pro+Mobile 2
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// (c) 2014-2025 Jean Moreno
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Shader "Reset/BaseStructureShader"
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{
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Properties
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{
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[TCP2HeaderHelp(Base)]
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[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
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[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
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[TCP2Separator]
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[TCP2Header(Ramp Shading)]
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_RampThreshold ("Threshold", Range(0.01,1)) = 0.5
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_RampSmoothing ("Smoothing", Range(0.001,1)) = 0.5
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[TCP2Separator]
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[TCP2HeaderHelp(Rim Lighting)]
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[Toggle(TCP2_RIM_LIGHTING)] _UseRim ("Enable Rim Lighting", Float) = 0
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[TCP2ColorNoAlpha] _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.5)
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_RimMin ("Rim Min", Range(0,2)) = 0.5
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_RimMax ("Rim Max", Range(0,2)) = 1
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//Rim Direction
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_RimDir ("Rim Direction", Vector) = (0,0,1,1)
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[TCP2Separator]
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[TCP2HeaderHelp(Normal Mapping)]
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[Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Mapping", Float) = 0
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[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpScale ("Scale", Float) = 1
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[NoScaleOffset] _ParallaxMap ("Height Map", 2D) = "black" {}
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_Parallax ("Height", Range(0.005,0.08)) = 0.02
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[TCP2Separator]
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[HideInInspector] __BeginGroup_ShadowHSV ("Shadow Line", Float) = 0
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_ShadowLineThreshold ("Threshold", Range(0,1)) = 0.5
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_ShadowLineSmoothing ("Smoothing", Range(0.001,0.1)) = 0.015
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_ShadowLineStrength ("Strength", Float) = 1
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_ShadowLineColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,1)
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[HideInInspector] __EndGroup ("Shadow Line", Float) = 0
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// Custom Material Properties
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[NoScaleOffset] _BaseColorMap ("Color Map", 2D) = "white" {}
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_BaseColor ("Color", Color) = (1,1,1,1)
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[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
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// Avoid compile error if the properties are ending with a drawer
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[HideInInspector] __dummy__ ("unused", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType"="Opaque"
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}
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HLSLINCLUDE
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#define fixed half
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#define fixed2 half2
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#define fixed3 half3
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#define fixed4 half4
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#if UNITY_VERSION >= 202020
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#define URP_10_OR_NEWER
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#endif
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#if UNITY_VERSION >= 202120
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#define URP_12_OR_NEWER
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#endif
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#if UNITY_VERSION >= 202220
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#define URP_14_OR_NEWER
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#endif
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// Texture/Sampler abstraction
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#define TCP2_TEX2D_WITH_SAMPLER(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
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#define TCP2_TEX2D_NO_SAMPLER(tex) TEXTURE2D(tex)
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#define TCP2_TEX2D_SAMPLE(tex, samplertex, coord) SAMPLE_TEXTURE2D(tex, sampler##samplertex, coord)
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#define TCP2_TEX2D_SAMPLE_LOD(tex, samplertex, coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler##samplertex, coord, lod)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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// Uniforms
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// Custom Material Properties
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TCP2_TEX2D_WITH_SAMPLER(_BaseColorMap);
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// Shader Properties
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TCP2_TEX2D_WITH_SAMPLER(_ParallaxMap);
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TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
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CBUFFER_START(UnityPerMaterial)
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// Custom Material Properties
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fixed4 _BaseColor;
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// Shader Properties
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float _Parallax;
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float _BumpScale;
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float _RampThreshold;
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float _RampSmoothing;
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float _ShadowLineThreshold;
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float _ShadowLineStrength;
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float _ShadowLineSmoothing;
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fixed4 _ShadowLineColor;
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float4 _RimDir;
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float _RimMin;
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float _RimMax;
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fixed4 _RimColor;
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fixed4 _SColor;
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fixed4 _HColor;
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CBUFFER_END
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl"
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// Calculates UV offset for parallax bump mapping
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inline float2 TCP2_ParallaxOffset( half h, half height, half3 viewDir )
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{
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h = h * height - height/2.0;
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float3 v = normalize(viewDir);
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v.z += 0.42;
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return h * (v.xy / v.z);
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}
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// Cubic pulse function
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// Adapted from: http://www.iquilezles.org/www/articles/functions/functions.htm (c) 2017 - Inigo Quilez - MIT License
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float linearPulse(float c, float w, float x)
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{
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x = abs(x - c);
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if (x > w)
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{
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return 0;
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}
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x /= w;
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return 1 - x;
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}
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// Built-in renderer (CG) to SRP (HLSL) bindings
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#define UnityObjectToClipPos TransformObjectToHClip
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#define _WorldSpaceLightPos0 _MainLightPosition
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ENDHLSL
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Pass
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{
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Name "Main"
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Tags
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{
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"LightMode"="UniversalForward"
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}
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 3.0
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// -------------------------------------
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// Material keywords
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#pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Universal Render Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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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 _ _CLUSTER_LIGHT_LOOP
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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// -------------------------------------
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex Vertex
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#pragma fragment Fragment
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//--------------------------------------
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// Toony Colors Pro 2 keywords
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#pragma shader_feature_local_fragment TCP2_RIM_LIGHTING
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#pragma shader_feature_local _NORMALMAP
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// vertex input
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struct Attributes
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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// vertex output / fragment input
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 normal : NORMAL;
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float4 worldPosAndFog : TEXCOORD0;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD1; // compute shadow coord per-vertex for the main light
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half3 vertexLights : TEXCOORD2;
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#endif
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float3 pack0 : TEXCOORD3; /* pack0.xyz = tangent */
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float3 pack1 : TEXCOORD4; /* pack1.xyz = bitangent */
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float2 pack2 : TEXCOORD5; /* pack2.xy = texcoord0 */
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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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#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
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// Fake InputData struct needed for Forward+ macro
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struct InputDataForwardPlusDummy
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{
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float3 positionWS;
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float2 normalizedScreenSpaceUV;
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};
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#endif
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Varyings Vertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Texture Coordinates
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output.pack2.xy = input.texcoord0.xy;
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float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normal, input.tangent);
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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// Vertex lighting
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output.vertexLights = VertexLighting(vertexInput.positionWS, vertexNormalInput.normalWS);
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#endif
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// world position
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output.worldPosAndFog = float4(vertexInput.positionWS.xyz, 0);
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// normal
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output.normal = normalize(vertexNormalInput.normalWS);
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// tangent
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output.pack0.xyz = vertexNormalInput.tangentWS;
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output.pack1.xyz = vertexNormalInput.bitangentWS;
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// clip position
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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half4 Fragment(Varyings input
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float3 positionWS = input.worldPosAndFog.xyz;
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float3 normalWS = normalize(input.normal);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
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half3 tangentWS = input.pack0.xyz;
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half3 bitangentWS = input.pack1.xyz;
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#if defined(_NORMALMAP)
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half3x3 tangentToWorldMatrix = half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz);
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//Parallax Offset
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float __parallaxHeightMap = ( TCP2_TEX2D_SAMPLE(_ParallaxMap, _ParallaxMap, input.pack2.xy).a );
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float __parallaxHeight = ( _Parallax );
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half height = __parallaxHeightMap;
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half3 viewDirTS = GetViewDirectionTangentSpace(half4(tangentWS, 0), normalWS, viewDirWS);
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float2 offset = TCP2_ParallaxOffset(height, __parallaxHeight, viewDirTS);
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input.pack2.xy += offset;
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#endif
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// Custom Material Properties Sampling
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half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack2.xy).rgba;
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// Shader Properties Sampling
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float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
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float __bumpScale = ( _BumpScale );
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float4 __albedo = ( value__BaseColorMap.rgba );
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float4 __mainColor = ( _BaseColor.rgba );
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float __alpha = ( __albedo.a * __mainColor.a );
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float __ambientIntensity = ( 1.0 );
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float __rampThreshold = ( _RampThreshold );
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float __rampSmoothing = ( _RampSmoothing );
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float __shadowLineThreshold = ( _ShadowLineThreshold );
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float __shadowLineStrength = ( _ShadowLineStrength );
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float __shadowLineSmoothing = ( _ShadowLineSmoothing );
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float4 __shadowLineColor = ( _ShadowLineColor.rgba );
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float3 __rimDir = ( _RimDir.xyz );
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float __rimMin = ( _RimMin );
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float __rimMax = ( _RimMax );
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float3 __rimColor = ( _RimColor.rgb );
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float __rimStrength = ( 1.0 );
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float3 __shadowColor = ( _SColor.rgb );
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float3 __highlightColor = ( _HColor.rgb );
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#if defined(_NORMALMAP)
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half4 normalMap = __normalMap;
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half3 normalTS = UnpackNormalScale(normalMap, __bumpScale);
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#if defined(_NORMALMAP)
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normalWS = normalize( mul(normalTS, tangentToWorldMatrix) );
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#endif
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#endif
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// main texture
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half3 albedo = __albedo.rgb;
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half alpha = __alpha;
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half3 emission = half3(0,0,0);
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albedo *= __mainColor.rgb;
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// main light: direction, color, distanceAttenuation, shadowAttenuation
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
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#else
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float4 shadowCoord = float4(0, 0, 0, 0);
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#endif
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#if defined(URP_10_OR_NEWER)
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#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
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half4 shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#elif !defined (LIGHTMAP_ON)
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half4 shadowMask = unity_ProbesOcclusion;
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#else
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half4 shadowMask = half4(1, 1, 1, 1);
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#endif
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Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask);
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#else
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Light mainLight = GetMainLight(shadowCoord);
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#endif
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#if defined(_SCREEN_SPACE_OCCLUSION) || defined(USE_FORWARD_PLUS) || defined(USE_CLUSTER_LIGHT_LOOP)
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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#endif
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// ambient or lightmap
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// Samples SH fully per-pixel. SampleSHVertex and SampleSHPixel functions
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// are also defined in case you want to sample some terms per-vertex.
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half3 bakedGI = SampleSH(normalWS);
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half occlusion = 1;
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half3 indirectDiffuse = bakedGI;
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indirectDiffuse *= occlusion * albedo * __ambientIntensity;
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half3 lightDir = mainLight.direction;
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half3 lightColor = mainLight.color.rgb;
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half atten = mainLight.shadowAttenuation * mainLight.distanceAttenuation;
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half ndl = dot(normalWS, lightDir);
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half3 ramp;
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half rampThreshold = __rampThreshold;
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half rampSmooth = __rampSmoothing * 0.5;
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ndl = saturate(ndl);
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ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
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// apply attenuation
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ramp *= atten;
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//Shadow Line
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float ndlAtten = ndl * atten;
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float shadowLineThreshold = __shadowLineThreshold;
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float shadowLineStrength = __shadowLineStrength;
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float shadowLineSmoothing = __shadowLineSmoothing;
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float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
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half4 shadowLineColor = __shadowLineColor;
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ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
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half3 color = half3(0,0,0);
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// Rim Lighting
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#if defined(TCP2_RIM_LIGHTING)
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half3 rViewDir = viewDirWS;
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half3 rimDir = __rimDir;
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rViewDir = normalize(UNITY_MATRIX_V[0].xyz * rimDir.x + UNITY_MATRIX_V[1].xyz * rimDir.y + UNITY_MATRIX_V[2].xyz * rimDir.z);
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half rim = 1.0f - saturate(dot(rViewDir, normalWS));
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rim = ( rim );
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half rimMin = __rimMin;
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half rimMax = __rimMax;
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rim = smoothstep(rimMin, rimMax, rim);
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half3 rimColor = __rimColor;
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half rimStrength = __rimStrength;
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//Rim light mask
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emission.rgb += ndl * atten * rim * rimColor * rimStrength;
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#endif
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half3 accumulatedRamp = ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
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half3 accumulatedColors = ramp * lightColor.rgb;
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// Additional lights loop
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#ifdef _ADDITIONAL_LIGHTS
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uint pixelLightCount = GetAdditionalLightsCount();
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#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
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// Additional directional lights in Forward+
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
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Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
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#if defined(_LIGHT_LAYERS)
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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half atten = light.shadowAttenuation * light.distanceAttenuation;
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#if defined(_LIGHT_LAYERS)
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half3 lightDir = half3(0, 1, 0);
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half3 lightColor = half3(0, 0, 0);
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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{
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lightColor = light.color.rgb;
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lightDir = light.direction;
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}
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#else
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half3 lightColor = light.color.rgb;
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half3 lightDir = light.direction;
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#endif
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half ndl = dot(normalWS, lightDir);
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half3 ramp;
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ndl = saturate(ndl);
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ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
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// apply attenuation (shadowmaps & point/spot lights attenuation)
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ramp *= atten;
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//Shadow Line
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float ndlAtten = ndl * atten;
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float shadowLineThreshold = __shadowLineThreshold;
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float shadowLineStrength = __shadowLineStrength;
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float shadowLineSmoothing = __shadowLineSmoothing;
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float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
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half4 shadowLineColor = __shadowLineColor;
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ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
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accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
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accumulatedColors += ramp * lightColor.rgb;
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#if defined(TCP2_RIM_LIGHTING)
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// Rim light mask
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half3 rimColor = __rimColor;
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half rimStrength = __rimStrength;
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emission.rgb += ndl * atten * rim * rimColor * rimStrength;
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#endif
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}
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|
}
|
|
|
|
// 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"
|
|
}
|
|
|
|
/* TCP_DATA u config(ver:"2.9.20";unity:"6000.2.1f1";tmplt:"SG2_Template_URP";features:list["UNITY_5_4","UNITY_5_5","UNITY_5_6","UNITY_2017_1","UNITY_2018_1","UNITY_2018_2","UNITY_2018_3","UNITY_2019_1","UNITY_2019_2","UNITY_2019_3","UNITY_2019_4","UNITY_2020_1","UNITY_2021_1","UNITY_2021_2","UNITY_2022_2","UNITY_6000_2","UNITY_6000_1","UNITY_6000_0","ENABLE_DEPTH_NORMALS_PASS","ENABLE_FORWARD_PLUS","BUMP","BUMP_SCALE","BUMP_SHADER_FEATURE","PARALLAX","RIM","SHADOW_LINE","RIM_DIR","RIM_SHADER_FEATURE","RIM_LIGHTMASK","TEMPLATE_LWRP"];flags:list[];flags_extra:dict[];keywords:dict[RENDER_TYPE="Opaque",RampTextureDrawer="[TCP2Gradient]",RampTextureLabel="Ramp Texture",SHADER_TARGET="3.0",RIM_LABEL="Rim Lighting"];shaderProperties:list[sp(name:"Albedo";imps:list[imp_ct(lct:"_BaseColorMap";cc:4;chan:"RGBA";avchan:"RGBA";guid:"7adb1559-a191-4787-9768-9c022f88519e";op:Multiply;lbl:"Albedo";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False),sp(name:"Main Color";imps:list[imp_ct(lct:"_BaseColor";cc:4;chan:"RGBA";avchan:"RGBA";guid:"a7712ece-26cf-4377-b4d5-29f48159f433";op:Multiply;lbl:"Color";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False)];customTextures:list[ct(cimp:imp_mp_color(def:RGBA(1, 1, 1, 1);hdr:False;cc:4;chan:"RGBA";prop:"_BaseColor";md:"";gbv:False;custom:True;refs:"Albedo, Main Color";pnlock:False;guid:"46121171-6ffb-47b2-b644-6bdfe05fb06d";op:Multiply;lbl:"Color";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1);exp:True;uv_exp:False;imp_lbl:"Color"),ct(cimp:imp_mp_vector(def:(0, 0, 0, 0);fp:float;cc:4;chan:"XYZW";prop:"_UVBase";md:"";gbv:False;custom:True;refs:"";pnlock:False;guid:"c1ec6c1b-f616-4e53-9d91-920a72964238";op:Multiply;lbl:"UVBase";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1);exp:True;uv_exp:False;imp_lbl:"Vector"),ct(cimp:imp_mp_texture(uto:False;tov:"";tov_lbl:"";gto:False;sbt:False;scr:False;scv:"";scv_lbl:"";gsc:False;roff:False;goff:False;sin_anm:False;sin_anmv:"";sin_anmv_lbl:"";gsin:False;notile:False;triplanar_local:False;def:"white";locked_uv:False;uv:0;cc:4;chan:"RGBA";mip:0;mipprop:False;ssuv_vert:False;ssuv_obj:False;uv_type:Texcoord;uv_chan:"XZ";tpln_scale:1;uv_shaderproperty:__NULL__;uv_cmp:"_UVBase";sep_sampler:__NULL__;prop:"_BaseColorMap";md:"";gbv:False;custom:True;refs:"";pnlock:False;guid:"29456f6e-55ad-40aa-8fbe-5b16931b2740";op:Multiply;lbl:"Color Map";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1);exp:True;uv_exp:False;imp_lbl:"Texture")];codeInjection:codeInjection(injectedFiles:list[];mark:False);matLayers:list[ml(uid:"ce3cca";name:"Material Layer";src:sp(name:"layer_ce3cca";imps:list[imp_mp_texture(uto:False;tov:"";tov_lbl:"";gto:False;sbt:False;scr:False;scv:"";scv_lbl:"";gsc:False;roff:False;goff:False;sin_anm:False;sin_anmv:"";sin_anmv_lbl:"";gsin:False;notile:False;triplanar_local:False;def:"white";locked_uv:False;uv:0;cc:1;chan:"R";mip:-1;mipprop:False;ssuv_vert:False;ssuv_obj:False;uv_type:Texcoord;uv_chan:"XZ";tpln_scale:1;uv_shaderproperty:__NULL__;uv_cmp:__NULL__;sep_sampler:__NULL__;prop:"_layer_ce3cca";md:"";gbv:False;custom:False;refs:"";pnlock:False;guid:"056fa07b-c18b-4168-afa1-fcb01cd96625";op:Multiply;lbl:"Source Texture";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False);use_contrast:False;ctrst:__NULL__;use_noise:False;noise:__NULL__)]) */
|
|
/* TCP_HASH 213f2ac28bf85b513dd146815a1b9c4a */
|