1727 lines
76 KiB
Plaintext
1727 lines
76 KiB
Plaintext
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//Auto-generated on Thu Apr 23 05:23:09 UTC 2026
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Shader "Toon/Toon (Tessellation)" {
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Properties
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{
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// Common Properties for Unity Toon Shader
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// This file contains all shared properties between UnityToon.shader and UnityToonTessellation.shader
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// with comments preserved from the original files
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// Basic UI and Version Properties
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[HideInInspector] _simpleUI ("SimpleUI", Int ) = 0
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[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
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_AutoRenderQueue("Automatic Render Queue ", int) = 1
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// Stencil Properties
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[Enum(OFF, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
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// these are set in UniversalToonGUI.cs in accordance with _StencilMode
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_StencilComp("Stencil Comparison", Float) = 8
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_StencilNo("Stencil No", Float) = 1
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_StencilOpPass("Stencil Operation", Float) = 0
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_StencilOpFail("Stencil Operation", Float) = 0
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[Enum(OFF, 0, ON, 1,] _TransparentEnabled("Transparent Mode", int) = 0
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// Clipping Properties
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// DoubleShadeWithFeather
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// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
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// ShadingGradeMap
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// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
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[Enum(OFF, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0
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// Cull and ZWrite Properties
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[Enum(OFF, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
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[Enum(OFF, 0, ONT, 1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
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[Enum(OFF, 0, ONT, 1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
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_SPRDefaultUnlitColorMask("SPRDefaultUnlit Path Color Mask", int) = 15
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[Enum(OFF, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
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// ClippingMask parameters
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// ClippingMask paramaters from Here.
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_ClippingMask("ClippingMask", 2D) = "white" {}
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_IsBaseMapAlphaAsClippingMask("IsBaseMapAlphaAsClippingMask", Float) = 0
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//
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[Toggle(_)] _Inverse_Clipping("Inverse_Clipping", Float) = 0
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_Clipping_Level("Clipping_Level", Range(0, 1)) = 0
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_Tweak_transparency("Tweak_transparency", Range(-1, 1)) = 0
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// ClippingMask paramaters to Here.
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// Base Color Properties
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_MainTex ("BaseMap", 2D) = "white" {}
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_BaseMap ("BaseMap", 2D) = "white" {}
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_BaseColor ("BaseColor", Color) = (1,1,1,1)
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//v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack.
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//If you want to go back the former SSAO results, comment out the below line.
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_Color("Color", Color) = (1,1,1,1)
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//
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[Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1
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// 1st Shade Properties
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_1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {}
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//v.2.0.5
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[Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0
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_1st_ShadeColor ("1st_ShadeColor", Color) = (0.5,0.5,0.5,1)
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[Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1
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// 2nd Shade Properties
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_2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {}
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//v.2.0.5
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[Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0
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_2nd_ShadeColor ("2nd_ShadeColor", Color) = (0,0,0,1)
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[Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1
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// Normal Map Properties
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_NormalMap ("NormalMap", 2D) = "bump" {}
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_BumpScale ("Normal Scale", Range(0, 1)) = 1
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[Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0
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//v.2.0.4.4
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[Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1
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_Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
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// Face SDF Shadow Properties
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[Toggle(_)] _UseSDFShadow ("Use SDF Face Shadow", Float) = 0
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_FaceShadowMap ("Face Shadow Map (SDF)", 2D) = "white" {}
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_FaceShadowMaskMap ("Face Fixed Shadow Map", 2D) = "black" {}
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_FaceShadowMaskStrength ("Face Fixed Shadow Strength", Range(0, 1)) = 1
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_FaceShadowOffset ("Face Shadow Offset", Range(-1, 1)) = 0
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_FaceShadowSoftness ("Face Shadow Softness", Range(0.0001, 0.5)) = 0.02
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_FaceForward ("Face Forward (Script)", Vector) = (0, 0, 1, 0)
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_FaceRight ("Face Right (Script)", Vector) = (1, 0, 0, 0)
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[Toggle(_)] _UseScriptVectors ("Use Script Vectors (else Object Space)", Float) = 0
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[Toggle(_)] _MirrorFaceShadowByLight ("Mirror Face Shadow By Light Side", Float) = 1
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_FaceShadowMirrorBlend ("Face Shadow Mirror Blend", Range(0.001, 0.5)) = 0.08
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_SDFFrontShadowSuppressStart ("SDF Front Shadow Suppress Start", Range(-1, 1)) = 0.65
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_SDFFrontShadowSuppressEnd ("SDF Front Shadow Suppress End", Range(-1, 1)) = 0.9
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[Enum(Off,0,FdotL,1,RdotL,2,FrontSuppress,3,ShadowMask,4,FixedShadow,5)] _SDFDebugMode ("SDF Debug Mode", Float) = 0
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// Shading Properties
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//v.2.0.6
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_BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5
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_BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001
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_ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0
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_1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001
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_1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5
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_1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
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_2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0
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_2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
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//v.2.0.5
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_StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0
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[Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1
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// Shading Grade Map Properties
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_Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {}
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_Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {}
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_ShadingGradeMap("ShadingGradeMap", 2D) = "white" {}
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//v.2.0.6
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_Tweak_ShadingGradeMapLevel("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
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_BlurLevelSGM("Blur Level of ShadingGradeMap", Range(0, 10)) = 0
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// High Color Properties
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_HighColor ("HighColor", Color) = (0,0,0,1)
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//v.2.0.4 HighColor_Tex
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_HighColor_Tex ("HighColor_Tex", 2D) = "white" {}
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[Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1
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[Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0
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_HighColor_Power ("HighColor_Power", Range(0, 1)) = 0
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[Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0
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[Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0
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[Toggle(_)] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0
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_TweakHighColorOnShadow ("TweakHighColorOnShadow", Range(0, 1)) = 0
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//HiColorMask
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_Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {}
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_Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
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// Rim Light Properties
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[Toggle(_)] _RimLight ("RimLight", Float ) = 0
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_RimLightColor ("RimLightColor", Color) = (1,1,1,1)
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[Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1
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[Toggle(_)] _Is_NormalMapToRimLight ("Is_NormalMapToRimLight", Float ) = 0
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_RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1
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_RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
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[Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0
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//RimLight
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[Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0
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_Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
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[Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0
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_Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1)
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[Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1
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_Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1
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[Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0
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//RimLightMask
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_Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {}
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_Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
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// MatCap Properties
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[Toggle(_)] _MatCap ("MatCap", Float ) = 0
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_MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {}
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//v.2.0.6
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_BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
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_MatCapColor ("MatCapColor", Color) = (1,1,1,1)
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[Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1
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[Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1
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_Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0
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_Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0
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//v.2.0.6
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[Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0
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[Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0
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_NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {}
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_BumpScaleMatcap ("Scale for NormalMapforMatCap", Range(0, 1)) = 1
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_Rotate_NormalMapForMatCapUV ("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0
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[Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0
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_TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0
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//MatcapMask
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_Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {}
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_Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0
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[Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0
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//v.2.0.5
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[Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0
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// Angel Rings Properties
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//// Angel Rings
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[Toggle(_)] _AngelRing("AngelRing", Float) = 0
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_AngelRing_Sampler("AngelRing_Sampler", 2D) = "black" {}
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_AngelRing_Color("AngelRing_Color", Color) = (1, 1, 1, 1)
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[Toggle(_)] _Is_LightColor_AR("Is_LightColor_AR", Float) = 1
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_AR_OffsetU("AR_OffsetU", Range(0, 0.5)) = 0
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_AR_OffsetV("AR_OffsetV", Range(0, 1)) = 0.3
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[Toggle(_)] _ARSampler_AlphaOn("ARSampler_AlphaOn", Float) = 0
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// Emissive Properties
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//v.2.0.7 Emissive
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[KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
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_Emissive_Tex ("Emissive_Tex", 2D) = "white" {}
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[HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1)
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_Base_Speed ("Base_Speed", Float ) = 0
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_Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0
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_Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0
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_Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0
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[Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0
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[Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0
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[HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1)
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_ColorShift_Speed ("ColorShift_Speed", Float ) = 0
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[Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0
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[HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1)
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[Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0
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// Outline Properties
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//Outline
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[KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0
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_Outline_Width ("Outline_Width", Float ) = 0
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_Farthest_Distance ("Farthest_Distance", Float ) = 100
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_Nearest_Distance ("Nearest_Distance", Float ) = 0.5
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_Outline_Sampler ("Outline_Sampler", 2D) = "white" {}
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_Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1)
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[Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0
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[Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1
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//v.2.0.4
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[Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0
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_OutlineTex ("OutlineTex", 2D) = "white" {}
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//Offset parameter
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_Offset_Z ("Offset_Camera_Z", Float) = 0
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//v.2.0.4.3 Baked Normal Texture for Outline
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[Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0
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_BakedNormal ("Baked Normal for Outline", 2D) = "white" {}
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//GI Intensity
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_GI_Intensity ("GI_Intensity", Range(0, 1)) = 0
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//For VR Chat under No effective light objects
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_Unlit_Intensity ("Unlit_Intensity", Range(0, 4)) = 0
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//v.2.0.5
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[Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 1
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//Built-in Light Direction
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[Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0
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_Offset_X_Axis_BLD (" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05
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_Offset_Y_Axis_BLD (" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09
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[Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1
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// HDRP Matte Properties
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//////////////////////////////////////////////////////////////////////////////
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////////////////// Beginning of HDRP Matte. //////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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[Toggle(_)] _BaseColorVisible("Channel mask", Float) = 1
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[Toggle(_)] _BaseColorOverridden("Channel mask", Float) = 0
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_BaseColorMaskColor("chennel mask color", Color) = (1, 1, 1, 1)
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[Toggle(_)] _FirstShadeVisible("Channel mask", Float) = 1
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[Toggle(_)] _FirstShadeOverridden("Channel mask", Float) = 0
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_FirstShadeMaskColor("chennel mask color", Color) = (0, 1, 1, 1)
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[Toggle(_)] _SecondShadeVisible("Channel mask", Float) = 1
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[Toggle(_)] _SecondShadeOverridden("Channel mask", Float) = 0
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_SecondShadeMaskColor("chennel mask color", Color) = (0, 0, 1, 1)
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[Toggle(_)] _HighlightVisible("Channel mask", Float) = 1
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[Toggle(_)] _HighlightOverridden("Channel mask", Float) = 0
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_HighlightMaskColor("Channel mask color", Color) = (1, 1, 0, 1)
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[Toggle(_)] _AngelRingVisible("Channel mask", Float) = 1
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[Toggle(_)] _AngelRingOverridden("Channel mask", Float) = 0
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_AngelRingMaskColor("Channel mask color", Color) = (0, 1, 0, 1)
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[Toggle(_)] _RimLightVisible("Channel mask", Float) = 1
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[Toggle(_)] _RimLightOverridden("Channel mask", Float) = 0
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_RimLightMaskColor("Channel mask color", Color) = (1, 0, 1, 1)
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[Toggle(_)] _OutlineVisible("Channel mask", Float) = 1
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[Toggle(_)] _OutlineOverridden("Channel mask", Float) = 0
|
||
|
|
_OutlineMaskColor("Channel mask color", Color) = (0, 0, 0, 1)
|
||
|
|
|
||
|
|
[Toggle(_)] _ComposerMaskMode("", Float) = 0
|
||
|
|
[Enum(None, 0, BaseColor, 1, FirstShade, 2, SecondShade,3, Highlight, 4, AngelRing, 5, RimLight, 6)] _ClippingMatteMode("Clipping Matte Mode", int) = 0
|
||
|
|
|
||
|
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
////////////////// End of HDRP Matte. //////////////////////////////////
|
||
|
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
|
||
|
|
// Avoid HDRP srp batcher error
|
||
|
|
////////////////// Avoid HDRP srp batcher error ///////////////////////////////
|
||
|
|
[HideInInspector] emissive("to avoid srp batcher error", Color)= (0, 0, 0, 1) //
|
||
|
|
////////////////// Avoid HDRP srp batcher error ///////////////////////////////
|
||
|
|
|
||
|
|
// HDRP material default values
|
||
|
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
////////////////// Beginning of HDRP material default values. ////////////////
|
||
|
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
_BaseColorMap("BaseColorMap", 2D) = "white" {}
|
||
|
|
[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
|
||
|
|
|
||
|
|
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
|
||
|
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||
|
|
_MaskMap("MaskMap", 2D) = "white" {}
|
||
|
|
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
|
||
|
|
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
|
||
|
|
_AlphaRemapMin("AlphaRemapMin", Float) = 0.0 // HDRP 14
|
||
|
|
_AlphaRemapMax("AlphaRemapMax", Float) = 1.0 // HDRP 14
|
||
|
|
_AORemapMin("AORemapMin", Float) = 0.0
|
||
|
|
_AORemapMax("AORemapMax", Float) = 1.0
|
||
|
|
|
||
|
|
// Normal Maps
|
||
|
|
////////////// _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
|
||
|
|
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
|
||
|
|
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
|
||
|
|
|
||
|
|
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
|
||
|
|
|
||
|
|
// Height Maps
|
||
|
|
_HeightMap("HeightMap", 2D) = "black" {}
|
||
|
|
// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
|
||
|
|
// Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
|
||
|
|
[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI.
|
||
|
|
[HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
|
||
|
|
|
||
|
|
[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0
|
||
|
|
_HeightOffset("Height Offset", Float) = 0
|
||
|
|
|
||
|
|
// Detail Maps
|
||
|
|
_DetailMap("DetailMap", 2D) = "linearGrey" {}
|
||
|
|
_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1
|
||
|
|
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
|
||
|
|
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1
|
||
|
|
|
||
|
|
// Tangent Maps
|
||
|
|
_TangentMap("TangentMap", 2D) = "bump" {}
|
||
|
|
_TangentMapOS("TangentMapOS", 2D) = "white" {}
|
||
|
|
_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
|
||
|
|
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
|
||
|
|
|
||
|
|
// Diffusion Profile
|
||
|
|
[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
|
||
|
|
[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
|
||
|
|
_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
|
||
|
|
_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
|
||
|
|
_TransmissionMask("Transmission Mask", Range(0.0, 1.0)) = 1.0
|
||
|
|
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
|
||
|
|
_ThicknessMap("Thickness Map", 2D) = "white" {}
|
||
|
|
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
|
||
|
|
|
||
|
|
// Iridescence
|
||
|
|
_IridescenceThickness("Iridescence Thickness", Range(0.0, 1.0)) = 1.0
|
||
|
|
_IridescenceThicknessMap("Iridescence Thickness Map", 2D) = "white" {}
|
||
|
|
_IridescenceThicknessRemap("Iridescence Thickness Remap", Vector) = (0, 1, 0, 0)
|
||
|
|
_IridescenceMask("Iridescence Mask", Range(0.0, 1.0)) = 1.0
|
||
|
|
_IridescenceMaskMap("Iridescence Mask Map", 2D) = "white" {}
|
||
|
|
|
||
|
|
// Coat
|
||
|
|
_CoatMask("Coat Mask", Range(0.0, 1.0)) = 0.0
|
||
|
|
_CoatMaskMap("CoatMaskMap", 2D) = "white" {}
|
||
|
|
|
||
|
|
// Specular
|
||
|
|
[ToggleUI] _EnergyConservingSpecularColor("_EnergyConservingSpecularColor", Float) = 1.0
|
||
|
|
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
|
||
|
|
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
|
||
|
|
|
||
|
|
// Following options are for the GUI inspector and different from the input parameters above
|
||
|
|
// These option below will cause different compilation flag.
|
||
|
|
[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
|
||
|
|
|
||
|
|
// Emissive
|
||
|
|
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
|
||
|
|
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
|
||
|
|
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
|
||
|
|
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
|
||
|
|
|
||
|
|
// Distortion
|
||
|
|
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
|
||
|
|
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
|
||
|
|
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
|
||
|
|
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
|
||
|
|
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
|
||
|
|
_DistortionScale("Distortion Scale", Float) = 1
|
||
|
|
_DistortionVectorScale("Distortion Vector Scale", Float) = 2
|
||
|
|
_DistortionVectorBias("Distortion Vector Bias", Float) = -1
|
||
|
|
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
|
||
|
|
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
|
||
|
|
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
|
||
|
|
|
||
|
|
// Alpha and Transparency
|
||
|
|
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
|
||
|
|
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||
|
|
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
|
||
|
|
_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
|
||
|
|
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
|
||
|
|
|
||
|
|
// Transparency
|
||
|
|
_Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0
|
||
|
|
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
|
||
|
|
_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
|
||
|
|
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
|
||
|
|
|
||
|
|
// Stencil state
|
||
|
|
// Forward
|
||
|
|
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
|
||
|
|
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting
|
||
|
|
// GBuffer
|
||
|
|
[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilLightingUsage.RegularLighting
|
||
|
|
[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilMask.Lighting
|
||
|
|
// Depth prepass
|
||
|
|
[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing
|
||
|
|
[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 32 // DoesntReceiveSSR
|
||
|
|
// Motion vector pass
|
||
|
|
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
|
||
|
|
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
|
||
|
|
// Distortion vector pass
|
||
|
|
[HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
|
||
|
|
|
||
|
|
// Blending state
|
||
|
|
[HideInInspector] _SrcBlend("__src", Float) = 1.0
|
||
|
|
[HideInInspector] _DstBlend("__dst", Float) = 0.0
|
||
|
|
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
|
||
|
|
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
|
||
|
|
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
|
||
|
|
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
||
|
|
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
|
||
|
|
[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
|
||
|
|
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
||
|
|
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
|
||
|
|
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
|
||
|
|
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal
|
||
|
|
|
||
|
|
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
|
||
|
|
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
|
||
|
|
|
||
|
|
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping("Mapping space", Float) = 0.0
|
||
|
|
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
|
||
|
|
[HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
|
||
|
|
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
|
||
|
|
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
|
||
|
|
|
||
|
|
// Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other
|
||
|
|
// so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature
|
||
|
|
// The only material feature flag that can be added in all cases is clear coat
|
||
|
|
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard
|
||
|
|
|
||
|
|
[ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0
|
||
|
|
_SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1
|
||
|
|
_SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2
|
||
|
|
|
||
|
|
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
|
||
|
|
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
|
||
|
|
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
|
||
|
|
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
|
||
|
|
|
||
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
|
||
|
|
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
|
||
|
|
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
|
||
|
|
|
||
|
|
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
|
||
|
|
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
|
||
|
|
|
||
|
|
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
|
||
|
|
// value that exist to identify if the GI emission need to be enabled.
|
||
|
|
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
|
||
|
|
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
|
||
|
|
_EmissionColor("Color", Color) = (1, 1, 1)
|
||
|
|
|
||
|
|
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
|
||
|
|
////////// _MainTex("BaseMap", 2D) = "white" {}
|
||
|
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||
|
|
|
||
|
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
//////////////////// End of HDRP material default values. ////////////////////
|
||
|
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
|
||
|
|
[HideInInspector] _ToonMaterialVersion ("Toon Material Version", Integer ) = 0
|
||
|
|
|
||
|
|
// Tessellation-specific properties
|
||
|
|
// Tessellation-specific Properties for Unity Toon Shader Tessellation
|
||
|
|
// These properties are only present in the tessellation shader
|
||
|
|
|
||
|
|
// Tessellation specific
|
||
|
|
[Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0
|
||
|
|
_TessellationFactor("Tessellation Factor", Range(0.0, 64.0)) = 4.0
|
||
|
|
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
|
||
|
|
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
|
||
|
|
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
|
||
|
|
_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
|
||
|
|
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
|
||
|
|
|
||
|
|
// Legacy material tessellation values
|
||
|
|
//Tessellation
|
||
|
|
_TessEdgeLength("DX11 Tess : Edge length", Range(2, 50)) = 5
|
||
|
|
_TessPhongStrength("DX11 Tess : Phong Strength", Range(0, 1)) = 0.5
|
||
|
|
_TessExtrusionAmount("DX11 Tess : Extrusion Amount", Range(-0.005, 0.005)) = 0.0
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
HLSLINCLUDE
|
||
|
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
#define DISABLE_RP_SHADERS
|
||
|
|
//-------------------------------------------------------------------------------------
|
||
|
|
// Variant
|
||
|
|
//-------------------------------------------------------------------------------------
|
||
|
|
#ifndef DISABLE_RP_SHADERS
|
||
|
|
// HDRP Variant
|
||
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
|
#pragma shader_feature_local _DEPTHOFFSET_ON
|
||
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
|
#pragma shader_feature_local _ _TESSELLATION_DISPLACEMENT _PIXEL_DISPLACEMENT
|
||
|
|
#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
|
||
|
|
#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
|
||
|
|
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
|
||
|
|
#pragma shader_feature_local _TESSELLATION_PHONG
|
||
|
|
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
|
||
|
|
|
||
|
|
#pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
|
||
|
|
#pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
|
||
|
|
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
|
||
|
|
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
|
||
|
|
|
||
|
|
#pragma shader_feature_local _MASKMAP
|
||
|
|
#pragma shader_feature_local _BENTNORMALMAP
|
||
|
|
#pragma shader_feature_local _EMISSIVE_COLOR_MAP
|
||
|
|
|
||
|
|
// _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used
|
||
|
|
// _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it)
|
||
|
|
// When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work
|
||
|
|
#pragma shader_feature_local _ENABLESPECULAROCCLUSION
|
||
|
|
#pragma shader_feature_local _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP
|
||
|
|
#ifdef _ENABLESPECULAROCCLUSION
|
||
|
|
#define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#pragma shader_feature_local _HEIGHTMAP
|
||
|
|
#pragma shader_feature_local _TANGENTMAP
|
||
|
|
#pragma shader_feature_local _ANISOTROPYMAP
|
||
|
|
#pragma shader_feature_local _DETAIL_MAP
|
||
|
|
#pragma shader_feature_local _SUBSURFACE_MASK_MAP
|
||
|
|
#pragma shader_feature_local _THICKNESSMAP
|
||
|
|
#pragma shader_feature_local _IRIDESCENCE_THICKNESSMAP
|
||
|
|
#pragma shader_feature_local _SPECULARCOLORMAP
|
||
|
|
#pragma shader_feature_local _TRANSMITTANCECOLORMAP
|
||
|
|
|
||
|
|
#pragma shader_feature_local _DISABLE_DECALS
|
||
|
|
#pragma shader_feature_local _DISABLE_SSR
|
||
|
|
#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
|
||
|
|
#pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
|
|
||
|
|
// Keyword for transparent
|
||
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
|
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
|
#pragma shader_feature_local _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
|
||
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
||
|
|
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
|
||
|
|
// MaterialFeature are used as shader feature to allow compiler to optimize properly
|
||
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION
|
||
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_ANISOTROPY
|
||
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_CLEAR_COAT
|
||
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
|
|
||
|
|
|
||
|
|
// enable dithering LOD crossfade
|
||
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
|
|
||
|
|
//enable GPU instancing support
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma instancing_options renderinglayer
|
||
|
|
// enable debug shado
|
||
|
|
// #pragma multi_compile _ UTS_DEBUG_SELFSHADOW
|
||
|
|
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP
|
||
|
|
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_NO_OUTLINE
|
||
|
|
// end of HDRP Variants
|
||
|
|
#endif //#ifndef DISABLE_RP_SHADERS
|
||
|
|
|
||
|
|
|
||
|
|
//-------------------------------------------------------------------------------------
|
||
|
|
// Define
|
||
|
|
//-------------------------------------------------------------------------------------
|
||
|
|
#define TESSELLATION_ON
|
||
|
|
// This shader support vertex modification
|
||
|
|
#define HAVE_VERTEX_MODIFICATION
|
||
|
|
#define HAVE_TESSELLATION_MODIFICATION
|
||
|
|
|
||
|
|
// If we use subsurface scattering, enable output split lighting (for forward pass)
|
||
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
|
#endif
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
|
||
|
|
// *************************** //
|
||
|
|
// ****** HDRP Subshader ***** //
|
||
|
|
// *************************** //
|
||
|
|
SubShader
|
||
|
|
{
|
||
|
|
PackageRequirements
|
||
|
|
{
|
||
|
|
"com.unity.render-pipelines.high-definition": "10.5.0"
|
||
|
|
}
|
||
|
|
// This tags allow to use the shader replacement features
|
||
|
|
Tags{ "RenderPipeline"="HDRenderPipeline" }
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "SceneSelectionPass"
|
||
|
|
Tags { "LightMode" = "SceneSelectionPass" }
|
||
|
|
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
// Note: Require _ObjectId and _PassValue variables
|
||
|
|
|
||
|
|
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
|
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
#pragma editor_sync_compilation
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "GBuffer"
|
||
|
|
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
|
||
|
|
|
||
|
|
Cull[_CullMode]
|
||
|
|
ZTest[_ZTestGBuffer]
|
||
|
|
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
WriteMask[_StencilWriteMaskGBuffer]
|
||
|
|
Ref[_StencilRefGBuffer]
|
||
|
|
Comp Always
|
||
|
|
Pass Replace
|
||
|
|
}
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
|
||
|
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
|
||
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
||
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
|
// Setup DECALS_OFF so the shader stripper can remove variants
|
||
|
|
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
|
||
|
|
#pragma multi_compile _ LIGHT_LAYERS
|
||
|
|
|
||
|
|
#ifndef DEBUG_DISPLAY
|
||
|
|
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
|
||
|
|
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
|
||
|
|
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
||
|
|
#ifdef DEBUG_DISPLAY
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
|
#endif
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
// #include "MaterialGBufferMacrosUTS.hlsl" // must be above lit.hlsl
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
// #include "EncodeIntoGBufferUTS.hlsl" // must be bellow lit.hlsl
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl"
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
||
|
|
// This pass it not used during regular rendering.
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "META"
|
||
|
|
Tags{ "LightMode" = "META" }
|
||
|
|
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
// Lightmap memo
|
||
|
|
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
|
||
|
|
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags{ "LightMode" = "ShadowCaster" }
|
||
|
|
|
||
|
|
Cull[_CullMode]
|
||
|
|
|
||
|
|
ZClip [_ZClip]
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
|
||
|
|
ColorMask 0
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_SHADOWS
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "DepthForwardOnly"
|
||
|
|
Tags{ "LightMode" = "DepthForwardOnly" }
|
||
|
|
|
||
|
|
Cull[_CullMode]
|
||
|
|
|
||
|
|
// To be able to tag stencil with disableSSR information for forward
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
WriteMask [_StencilWriteMaskDepth]
|
||
|
|
Ref [_StencilRefDepth]
|
||
|
|
Comp Always
|
||
|
|
Pass Replace
|
||
|
|
}
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
// In deferred, depth only pass don't output anything.
|
||
|
|
// In forward it output the normal buffer
|
||
|
|
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||
|
|
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
|
||
|
|
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#else
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "MotionVectors"
|
||
|
|
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
|
||
|
|
|
||
|
|
// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
WriteMask [_StencilWriteMaskMV]
|
||
|
|
Ref [_StencilRefMV]
|
||
|
|
Comp Always
|
||
|
|
Pass Replace
|
||
|
|
}
|
||
|
|
|
||
|
|
Cull[_CullMode]
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||
|
|
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#else
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitMotionVectorPass.hlsl"
|
||
|
|
#endif
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
|
||
|
|
|
||
|
|
// TODO: Tesselation can't work with velocity for now...
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "DistortionVectors"
|
||
|
|
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
|
||
|
|
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
WriteMask [_StencilRefDistortionVec]
|
||
|
|
Ref [_StencilRefDistortionVec]
|
||
|
|
Comp Always
|
||
|
|
Pass Replace
|
||
|
|
}
|
||
|
|
|
||
|
|
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
|
||
|
|
BlendOp Add, [_DistortionBlurBlendOp]
|
||
|
|
ZTest [_ZTestModeDistortion]
|
||
|
|
ZWrite off
|
||
|
|
Cull [_CullMode]
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
#define SHADERPASS SHADERPASS_DISTORTION
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDistortionPass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "TransparentDepthPrepass"
|
||
|
|
Tags{ "LightMode" = "TransparentDepthPrepass" }
|
||
|
|
|
||
|
|
Cull[_CullMode]
|
||
|
|
ZWrite On
|
||
|
|
ColorMask 0
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
|
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
// Caution: Order is important: TransparentBackface, then Forward/ForwardOnly
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "TransparentBackface"
|
||
|
|
Tags { "LightMode" = "TransparentBackface" }
|
||
|
|
|
||
|
|
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
|
||
|
|
ZWrite [_ZWrite]
|
||
|
|
Cull Front
|
||
|
|
ColorMask [_ColorMaskTransparentVel] 1
|
||
|
|
ZTest [_ZTestTransparent]
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
||
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
|
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
||
|
|
// Setup DECALS_OFF so the shader stripper can remove variants
|
||
|
|
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
|
||
|
|
|
||
|
|
// Supported shadow modes per light type
|
||
|
|
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
|
||
|
|
#if UNITY_VERSION >= 60000000
|
||
|
|
// fix for https://github.com/Unity-Technologies/com.unity.toonshader/issues/391
|
||
|
|
#ifdef SHADOW_MEDIUM
|
||
|
|
#ifndef PUNCTUAL_SHADOW_MEDIUM
|
||
|
|
#define PUNCTUAL_SHADOW_MEDIUM
|
||
|
|
#endif
|
||
|
|
#ifndef DIRECTIONAL_SHADOW_MEDIUM
|
||
|
|
#define DIRECTIONAL_SHADOW_MEDIUM
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SHADOW_HIGH
|
||
|
|
#ifndef PUNCTUAL_SHADOW_HIGH
|
||
|
|
#define PUNCTUAL_SHADOW_HIGH
|
||
|
|
#endif
|
||
|
|
#ifndef DIRECTIONAL_SHADOW_HIGH
|
||
|
|
#define DIRECTIONAL_SHADOW_HIGH
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
#define USE_CLUSTERED_LIGHTLIST // There is not FPTL lighting when using transparent
|
||
|
|
#define AREA_SHADOW_LOW
|
||
|
|
#define SHADERPASS SHADERPASS_FORWARD
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||
|
|
|
||
|
|
#ifdef DEBUG_DISPLAY
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// The light loop (or lighting architecture) is in charge to:
|
||
|
|
// - Define light list
|
||
|
|
// - Define the light loop
|
||
|
|
// - Setup the constant/data
|
||
|
|
// - Do the reflection hierarchy
|
||
|
|
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
|
||
|
|
|
||
|
|
#define HAS_LIGHTLOOP
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "ForwardOnly"
|
||
|
|
Tags { "LightMode" = "ForwardOnly" }
|
||
|
|
|
||
|
|
ZWrite[_ZWriteMode]
|
||
|
|
Cull[_CullMode]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil {
|
||
|
|
|
||
|
|
Ref[_StencilNo]
|
||
|
|
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
|
||
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
||
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
|
// Setup DECALS_OFF so the shader stripper can remove variants
|
||
|
|
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
|
||
|
|
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
||
|
|
// Supported shadow modes per light type
|
||
|
|
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
|
||
|
|
#if UNITY_VERSION >= 60000000
|
||
|
|
// fix for https://github.com/Unity-Technologies/com.unity.toonshader/issues/391
|
||
|
|
#ifdef SHADOW_MEDIUM
|
||
|
|
#ifndef PUNCTUAL_SHADOW_MEDIUM
|
||
|
|
#define PUNCTUAL_SHADOW_MEDIUM
|
||
|
|
#endif
|
||
|
|
#ifndef DIRECTIONAL_SHADOW_MEDIUM
|
||
|
|
#define DIRECTIONAL_SHADOW_MEDIUM
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SHADOW_HIGH
|
||
|
|
#ifndef PUNCTUAL_SHADOW_HIGH
|
||
|
|
#define PUNCTUAL_SHADOW_HIGH
|
||
|
|
#endif
|
||
|
|
#ifndef DIRECTIONAL_SHADOW_HIGH
|
||
|
|
#define DIRECTIONAL_SHADOW_HIGH
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||
|
|
// #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||
|
|
#define AREA_SHADOW_LOW
|
||
|
|
#define SHADERPASS SHADERPASS_FORWARD
|
||
|
|
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
|
||
|
|
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
|
||
|
|
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
||
|
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||
|
|
#endif
|
||
|
|
#pragma shader_feature_local _ _SHADINGGRADEMAP
|
||
|
|
// used in ShadingGradeMap
|
||
|
|
#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
|
||
|
|
#pragma shader_feature _IS_ANGELRING_ON
|
||
|
|
// used in DoubleShadeWithFeather
|
||
|
|
#pragma shader_feature _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE
|
||
|
|
// controlling mask rendering
|
||
|
|
#pragma shader_feature _ _IS_CLIPPING_MATTE
|
||
|
|
#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||
|
|
|
||
|
|
#ifdef DEBUG_DISPLAY
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// The light loop (or lighting architecture) is in charge to:
|
||
|
|
// - Define light list
|
||
|
|
// - Define the light loop
|
||
|
|
// - Setup the constant/data
|
||
|
|
// - Do the reflection hierarchy
|
||
|
|
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
|
||
|
|
|
||
|
|
#define HAS_LIGHTLOOP
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#ifdef UNITY_SHADER_VARIABLES_INCLUDED
|
||
|
|
#include "HDRP/UtsLightLoop.hlsl"
|
||
|
|
#include "HDRP/ShaderPassForwardUTS.hlsl"
|
||
|
|
#endif
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "TransparentDepthPostpass"
|
||
|
|
Tags { "LightMode" = "TransparentDepthPostpass" }
|
||
|
|
|
||
|
|
Cull[_CullMode]
|
||
|
|
ZWrite On
|
||
|
|
ColorMask 0
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
|
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Tags{
|
||
|
|
"RenderType" = "Opaque"
|
||
|
|
}
|
||
|
|
Pass{
|
||
|
|
Name "Outline"
|
||
|
|
Tags {
|
||
|
|
"LightMode" = "SRPDefaultUnlit"
|
||
|
|
}
|
||
|
|
Cull[_SRPDefaultUnlitColMode]
|
||
|
|
ColorMask[_SPRDefaultUnlitColorMask]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
Ref[_StencilNo]
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 5.0
|
||
|
|
#include "HDRP/UtsHDRP.hlsl"
|
||
|
|
#define AREA_SHADOW_LOW
|
||
|
|
#define SHADERPASS SHADERPASS_FORWARD
|
||
|
|
#define SHADOW_LOW
|
||
|
|
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||
|
|
|
||
|
|
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
|
||
|
|
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
|
||
|
|
#pragma shader_feature _ _IS_CLIPPING_MATTE
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||
|
|
|
||
|
|
#ifdef DEBUG_DISPLAY
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// The light loop (or lighting architecture) is in charge to:
|
||
|
|
// - Define light list
|
||
|
|
// - Define the light loop
|
||
|
|
// - Setup the constant/data
|
||
|
|
// - Do the reflection hierarchy
|
||
|
|
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
|
||
|
|
|
||
|
|
#define HAS_LIGHTLOOP
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||
|
|
|
||
|
|
#ifdef UNITY_SHADER_VARIABLES_INCLUDED
|
||
|
|
#include "HDRP/HDRPToonHead.hlsl"
|
||
|
|
#include "HDRP/HDRPToonOutline.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#pragma vertex Vert
|
||
|
|
#pragma fragment Frag
|
||
|
|
#pragma hull Hull
|
||
|
|
#pragma domain Domain
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|
||
|
|
// *************************** //
|
||
|
|
// ****** URP Subshader ***** //
|
||
|
|
// *************************** //
|
||
|
|
SubShader
|
||
|
|
{
|
||
|
|
PackageRequirements
|
||
|
|
{
|
||
|
|
"com.unity.render-pipelines.universal": "10.5.0"
|
||
|
|
}
|
||
|
|
Tags {
|
||
|
|
"RenderType"="Opaque"
|
||
|
|
"RenderPipeline" = "UniversalPipeline"
|
||
|
|
}
|
||
|
|
|
||
|
|
//ToonCoreStart
|
||
|
|
Pass {
|
||
|
|
Name "ForwardLit"
|
||
|
|
Tags{"LightMode" = "UniversalForward"}
|
||
|
|
ZWrite[_ZWriteMode]
|
||
|
|
Cull[_CullMode]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil {
|
||
|
|
|
||
|
|
Ref[_StencilNo]
|
||
|
|
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 2.0
|
||
|
|
#pragma prefer_hlslcc gles
|
||
|
|
#pragma exclude_renderers d3d11_9x
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#ifndef DISABLE_RP_SHADERS
|
||
|
|
// -------------------------------------
|
||
|
|
// urp Material Keywords
|
||
|
|
// -------------------------------------
|
||
|
|
#pragma shader_feature_local _ALPHAPREMULTIPLY_ON
|
||
|
|
#pragma shader_feature_local _EMISSION
|
||
|
|
#pragma shader_feature_local _METALLICSPECGLOSSMAP
|
||
|
|
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
// #pragma shader_feature _OCCLUSIONMAP
|
||
|
|
|
||
|
|
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||
|
|
#pragma shader_feature_local _ENVIRONMENTREFLECTIONS_OFF
|
||
|
|
#pragma shader_feature_local _SPECULAR_SETUP
|
||
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||
|
|
#endif
|
||
|
|
// -------------------------------------
|
||
|
|
// Lightweight 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 _ _ADDITIONAL_LIGHT_SHADOWS
|
||
|
|
#pragma multi_compile _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
||
|
|
#if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS))) || defined(SHADER_API_PS5)
|
||
|
|
|
||
|
|
#if defined(SHADER_API_PS5) || defined(SHADER_API_METAL)
|
||
|
|
|
||
|
|
#define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1
|
||
|
|
|
||
|
|
// On Metal Foveated Rendering is currently not supported with DXC
|
||
|
|
#pragma warning (disable : 3568) // unknown pragma ignored
|
||
|
|
|
||
|
|
#pragma never_use_dxc metal
|
||
|
|
#pragma dynamic_branch _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
|
||
|
|
|
||
|
|
#pragma warning (default : 3568) // restore unknown pragma ignored
|
||
|
|
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#endif
|
||
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||
|
|
|
||
|
|
// _WRITE_RENDERING_LAYERS variants
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
|
||
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
||
|
|
// -------------------------------------
|
||
|
|
// Unity defined keywords
|
||
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
|
||
|
|
//--------------------------------------
|
||
|
|
// GPU Instancing
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma instancing_options renderinglayer
|
||
|
|
#if UNITY_VERSION >= 202230 // Requires Universal RP 14.0.7
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#else
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define _IS_PASS_FWDBASE
|
||
|
|
// DoubleShadeWithFeather and ShadingGradeMap use different fragment shader.
|
||
|
|
#pragma shader_feature_local _ _SHADINGGRADEMAP
|
||
|
|
|
||
|
|
|
||
|
|
// used in ShadingGradeMap
|
||
|
|
#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
|
||
|
|
#pragma shader_feature _IS_ANGELRING_ON
|
||
|
|
|
||
|
|
// used in DoubleShadeWithFeather
|
||
|
|
#pragma shader_feature _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE
|
||
|
|
|
||
|
|
#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#ifdef UNIVERSAL_PIPELINE_CORE_INCLUDED
|
||
|
|
#include "URP/UniversalToonInput.hlsl"
|
||
|
|
#include "URP/URPIncludeGuards.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
|
||
|
|
#include "URP/UniversalToonHead.hlsl"
|
||
|
|
#include "URP/UniversalToonBody.hlsl"
|
||
|
|
#endif
|
||
|
|
ENDHLSL
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass {
|
||
|
|
Name "Outline"
|
||
|
|
Tags {
|
||
|
|
"LightMode" = "SRPDefaultUnlit"
|
||
|
|
}
|
||
|
|
Cull [_SRPDefaultUnlitColMode]
|
||
|
|
ColorMask [_SPRDefaultUnlitColorMask]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
Ref[_StencilNo]
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 2.0
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
|
||
|
|
//V.2.0.4
|
||
|
|
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
|
||
|
|
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
|
||
|
|
// Outline is implemented in UniversalToonOutline.hlsl.
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
|
||
|
|
//--------------------------------------
|
||
|
|
// GPU Instancing
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#if UNITY_VERSION >= 202230 // Requires Universal RP 14.0.7
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#else
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef UNIVERSAL_PIPELINE_CORE_INCLUDED
|
||
|
|
#include "URP/UniversalToonInput.hlsl"
|
||
|
|
#include "URP/UniversalToonHead.hlsl"
|
||
|
|
#include "URP/UniversalToonOutline.hlsl"
|
||
|
|
#endif
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "Universal2D"
|
||
|
|
Tags
|
||
|
|
{
|
||
|
|
"LightMode" = "Universal2D"
|
||
|
|
}
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// Render State Commands
|
||
|
|
Blend[_SrcBlend][_DstBlend]
|
||
|
|
ZWrite[_ZWrite]
|
||
|
|
Cull[_Cull]
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 2.0
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// Shader Stages
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// Material Keywords
|
||
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||
|
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||
|
|
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// Includes
|
||
|
|
#include "URP/UniversalToonInput.hlsl"
|
||
|
|
#include "URP/UniversalBasic2D.hlsl"
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags{"LightMode" = "ShadowCaster"}
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
Cull[_CullMode]
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 2.0
|
||
|
|
// Required to compile gles 2.0 with standard srp library
|
||
|
|
#pragma prefer_hlslcc gles
|
||
|
|
#pragma exclude_renderers d3d11_9x
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// GPU Instancing
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#if UNITY_VERSION >= 202230 // Requires Universal RP 14.0.7
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#else
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
|
||
|
|
#pragma vertex ShadowPassVertex
|
||
|
|
#pragma fragment ShadowPassFragment
|
||
|
|
|
||
|
|
#include "URP/UniversalToonInput.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
Name "DepthOnly"
|
||
|
|
Tags{"LightMode" = "DepthOnly"}
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
ColorMask 0
|
||
|
|
Cull[_CullMode]
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#pragma target 2.0
|
||
|
|
// Required to compile gles 2.0 with standard srp library
|
||
|
|
#pragma prefer_hlslcc gles
|
||
|
|
#pragma exclude_renderers d3d11_9x
|
||
|
|
|
||
|
|
#pragma vertex DepthOnlyVertex
|
||
|
|
#pragma fragment DepthOnlyFragment
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// Material Keywords
|
||
|
|
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
|
||
|
|
//--------------------------------------
|
||
|
|
// GPU Instancing
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#if UNITY_VERSION >= 202230 // Requires Universal RP 14.0.7
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#else
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "URP/UniversalToonInput.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 target 2.0
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
|
||
|
|
#ifndef VERSION_GREATER_EQUAL
|
||
|
|
#define VERSION_GREATER_EQUAL(x, y) 1
|
||
|
|
#endif
|
||
|
|
#if (VERSION_GREATER_EQUAL(10, 0))
|
||
|
|
// Required to compile gles 2.0 with standard srp library
|
||
|
|
#pragma prefer_hlslcc gles
|
||
|
|
#pragma exclude_renderers d3d11_9x
|
||
|
|
|
||
|
|
#pragma vertex DepthNormalsVertex
|
||
|
|
#pragma fragment DepthNormalsFragment
|
||
|
|
|
||
|
|
// -------------------------------------
|
||
|
|
// Material Keywords
|
||
|
|
#pragma shader_feature_local _PARALLAXMAP
|
||
|
|
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
|
||
|
|
// _WRITE_RENDERING_LAYERS variants
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
|
||
|
|
//--------------------------------------
|
||
|
|
// GPU Instancing
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#if UNITY_VERSION >= 202230 // Requires Universal RP 14.0.7
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#else
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#include "URP/UniversalToonInput.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
|
||
|
|
#endif
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
//ToonCoreEnd
|
||
|
|
}
|
||
|
|
|
||
|
|
// ***************************** //
|
||
|
|
// ****** Legacy Subshader ***** //
|
||
|
|
// ***************************** //
|
||
|
|
|
||
|
|
SubShader {
|
||
|
|
Tags {
|
||
|
|
"RenderType"="Opaque"
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "Outline"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardBase"
|
||
|
|
}
|
||
|
|
Cull[_SRPDefaultUnlitColMode]
|
||
|
|
ColorMask[_SPRDefaultUnlitColorMask]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
Ref[_StencilNo]
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
//#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
//#pragma multi_compile_shadowcaster
|
||
|
|
//#pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
|
||
|
|
#pragma target 3.0
|
||
|
|
//V.2.0.4
|
||
|
|
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO
|
||
|
|
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
|
||
|
|
// Unity Toon Shader 0.5.0
|
||
|
|
#pragma multi_compile _ _DISABLE_OUTLINE
|
||
|
|
//The outline process goes to UTS_Outline.cginc.
|
||
|
|
#include "BuiltIn/UCTS_Outline.cginc"
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
//ToonCoreStart
|
||
|
|
Pass {
|
||
|
|
Name "FORWARD"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardBase"
|
||
|
|
}
|
||
|
|
ZWrite[_ZWriteMode]
|
||
|
|
Cull[_CullMode]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil {
|
||
|
|
|
||
|
|
Ref[_StencilNo]
|
||
|
|
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
CGPROGRAM
|
||
|
|
#define TESSELLATION_ON
|
||
|
|
#pragma target 5.0
|
||
|
|
#pragma vertex tess_VertexInput
|
||
|
|
#pragma hull hs_VertexInput
|
||
|
|
#pragma domain ds_surf
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#ifdef TESSELLATION_ON
|
||
|
|
#include "BuiltIn/UCTS_Tess.cginc"
|
||
|
|
#endif
|
||
|
|
//#define UNITY_PASS_FORWARDBASE
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "AutoLight.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#pragma multi_compile_fwdbase_fullshadows
|
||
|
|
// #pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
#pragma target 5.0
|
||
|
|
|
||
|
|
#pragma multi_compile _IS_PASS_FWDBASE //[TODO-sin:2025-11-20] Check if this is used.
|
||
|
|
|
||
|
|
#pragma shader_feature_local UTS_RP_BUILTIN
|
||
|
|
#include_with_pragmas "BuiltIn/BuiltInToonMode.hlsl"
|
||
|
|
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "Outline"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardBase"
|
||
|
|
}
|
||
|
|
Cull[_SRPDefaultUnlitColMode]
|
||
|
|
ColorMask[_SPRDefaultUnlitColorMask]
|
||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
Stencil
|
||
|
|
{
|
||
|
|
Ref[_StencilNo]
|
||
|
|
Comp[_StencilComp]
|
||
|
|
Pass[_StencilOpPass]
|
||
|
|
Fail[_StencilOpFail]
|
||
|
|
|
||
|
|
}
|
||
|
|
CGPROGRAM
|
||
|
|
#define TESSELLATION_ON
|
||
|
|
#pragma target 5.0
|
||
|
|
#pragma vertex tess_VertexInput
|
||
|
|
#pragma hull hs_VertexInput
|
||
|
|
#pragma domain ds_surf
|
||
|
|
#pragma fragment frag
|
||
|
|
#ifdef TESSELLATION_ON
|
||
|
|
#include "BuiltIn/UCTS_Tess.cginc"
|
||
|
|
#endif
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
//#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
//#pragma multi_compile_shadowcaster
|
||
|
|
//#pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
|
||
|
|
//V.2.0.4
|
||
|
|
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO
|
||
|
|
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
|
||
|
|
// Unity Toon Shader 0.5.0
|
||
|
|
#pragma multi_compile _ _DISABLE_OUTLINE
|
||
|
|
//The outline process goes to UTS_Outline.cginc.
|
||
|
|
#include "BuiltIn/UCTS_Outline_Tess.cginc"
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "FORWARD_DELTA"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardAdd"
|
||
|
|
}
|
||
|
|
|
||
|
|
Blend One One
|
||
|
|
Cull[_CullMode]
|
||
|
|
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#define TESSELLATION_ON
|
||
|
|
#pragma target 5.0
|
||
|
|
#pragma vertex tess_VertexInput
|
||
|
|
#pragma hull hs_VertexInput
|
||
|
|
#pragma domain ds_surf
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#ifdef TESSELLATION_ON
|
||
|
|
#include "BuiltIn/UCTS_Tess.cginc"
|
||
|
|
#endif
|
||
|
|
//#define UNITY_PASS_FORWARDADD
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "AutoLight.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
//for Unity2018.x
|
||
|
|
#pragma multi_compile_fwdadd_fullshadows
|
||
|
|
// #pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
|
||
|
|
#pragma multi_compile _IS_PASS_FWDDELTA //[TODO-sin:2025-11-20] Check if this is used.
|
||
|
|
|
||
|
|
#pragma shader_feature_local UTS_RP_BUILTIN
|
||
|
|
#include_with_pragmas "BuiltIn/BuiltInToonMode.hlsl"
|
||
|
|
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ShadowCaster"
|
||
|
|
}
|
||
|
|
Offset 1, 1
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#define TESSELLATION_ON
|
||
|
|
#pragma target 5.0
|
||
|
|
#pragma vertex tess_VertexInput
|
||
|
|
#pragma hull hs_VertexInput
|
||
|
|
#pragma domain ds_surf
|
||
|
|
#pragma fragment frag
|
||
|
|
#ifdef TESSELLATION_ON
|
||
|
|
#include "BuiltIn/UCTS_Tess.cginc"
|
||
|
|
#endif
|
||
|
|
//#define UNITY_PASS_SHADOWCASTER
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
#pragma multi_compile_shadowcaster
|
||
|
|
// #pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 playstation xboxone xboxseries vulkan metal switch
|
||
|
|
//v.2.0.4
|
||
|
|
#pragma shader_feature _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE
|
||
|
|
// Unity Toon Shader 0.5.0
|
||
|
|
#pragma multi_compile _ _DISABLE_OUTLINE
|
||
|
|
#include "BuiltIn/UCTS_ShadowCaster_Tess.cginc"
|
||
|
|
ENDCG
|
||
|
|
|
||
|
|
}
|
||
|
|
//ToonCoreEnd
|
||
|
|
}
|
||
|
|
|
||
|
|
CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
|
||
|
|
}
|