Project_WL/Assets/ThirdParty/Toon Shaders Pro/Shaders/Outline/Resources/HullOutlines.shader

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Shader "Hidden/ToonShadersPro/URP/HullOutlines"
{
Properties
{
_OutlineColor("Outline Color", Color) = (0, 0, 0, 1)
_OutlineThickness("Outline Thickness", Float) = 0.1
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"Queue" = "Geometry"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Cull Front
Blend[_SrcBlend][_DstBlend]
HLSLPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature_local _ _HULL_LIGHTING_ON
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#ifdef _HULL_LIGHTING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#endif
CBUFFER_START(UnityPerMaterial)
float _OutlineThickness;
float4 _OutlineColor;
float _OutlineDirection;
float _OutlineMinLighting;
CBUFFER_END
struct appdata
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
#ifdef _HULL_LIGHTING_ON
float3 normalWS : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v, out float4 positionCS : SV_Position)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 positionOS = v.positionOS;
positionOS.xyz += normalize(v.normalOS) * _OutlineThickness;
positionCS = TransformObjectToHClip(positionOS.xyz);
#ifdef _HULL_LIGHTING_ON
o.normalWS = TransformObjectToWorldNormal(-v.normalOS);
#endif
return o;
}
float4 frag (v2f i, float4 positionSS : VPOS) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// Get the depth of the pixel being rendered and the pixel already rendered.
float2 screenUV = positionSS.xy / _ScreenSize.xy;
float screenDepth = Linear01Depth(SampleSceneDepth(screenUV), _ZBufferParams);
float objectDepth = Linear01Depth(positionSS.z, _ZBufferParams);
// Compare the two pixels - if depthMask is 1, the object is visible in the final image.
float depthMask = step(objectDepth, screenDepth);
if(depthMask < 0.5f)
{
discard;
}
float4 outlineColor = _OutlineColor;
// Apply simple diffuse lighting from main light to the outlines.
#ifdef _HULL_LIGHTING_ON
float3 normalWS = normalize(i.normalWS * _OutlineDirection);
Light mainLight = GetMainLight();
float3 lighting = max(saturate(dot(normalWS, mainLight.direction)), _OutlineMinLighting) * mainLight.color;
outlineColor.rgb *= lighting;
#endif
// Render the outline color (with blending if transparency was enabled).
return outlineColor;
}
ENDHLSL
}
}
}