// SPDX-License-Identifier: (Not available for this version, you are only allowed to use this software if you have express permission from the copyright holder and agreed to the latest NiloToonURP EULA) // Copyright (c) 2021 Kuroneko ShaderLab Limited // For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample // This shader is a direct copy of Unity6.1 URP17.0.3's ComplexLit.shader, but with some edit. // If you want to see what is the difference, all edited lines will have a [NiloToon] tag, you can search [NiloToon] in this file, // or compare URP17.0.3's ComplexLit.shader with this file using tools like SourceGear DiffMerge. // Complex Lit is superset of Lit, but provides // advanced material properties and is always forward rendered. // It also has higher hardware and shader model requirements. Shader "Universal Render Pipeline/NiloToon/NiloToon_Environment" { Properties { // Specular vs Metallic workflow _WorkflowMode("WorkflowMode", Float) = 1.0 [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) _SpecGlossMap("Specular", 2D) = "white" {} [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Scale", Range(0.005, 0.08)) = 0.005 _ParallaxMap("Height Map", 2D) = "black" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} [HDR] _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DetailMask("Detail Mask", 2D) = "white" {} _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0 _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {} _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0 [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} [ToggleUI] _ClearCoat("Clear Coat", Float) = 0.0 _ClearCoatMap("Clear Coat Map", 2D) = "white" {} _ClearCoatMask("Clear Coat Mask", Range(0.0, 1.0)) = 0.0 _ClearCoatSmoothness("Clear Coat Smoothness", Range(0.0, 1.0)) = 1.0 // NiloToon added: //========================================================================== //////////////////////////////////////////////////////////////////// // Splat map //////////////////////////////////////////////////////////////////// _SplatMapFeatureOnOff("_SplatMapFeatureOnOff", Range(0,1)) = 0 _SplatMaskMap("_SplatMaskMap", 2D) = "white" {} _SplatMaskBlendingSoftness("_SplatMaskBlendingSoftness", Range(0,1)) = 0.5 // R _SplatAlbedoMapRTintColor("_SplatAlbedoMapRTintColor", Color) = (1,1,1,1) _SplatAlbedoMapR("_SplatAlbedoMapR", 2D) = "white" {} _SplatNormalMapR("_SplatNormalMapR", 2D) = "bump" {} _SplatPackedDataMapR("_SplatPackedDataMapR", 2D) = "white" {} _SplatAlbedoMapRTiling("_SplatAlbedoMapRTiling", Float) = 1 _SplatNormalMapIntensityR("_SplatNormalMapIntensityR", Float) = 1 _SplatSmoothnessMultiplierR("_SplatSmoothnessMultiplierR", Float) = 1 _SplatHeightMultiplierR("_SplatHeightMultiplierR", Float) = 1 // G _SplatAlbedoMapGTintColor("_SplatAlbedoMapGTintColor", Color) = (1,1,1,1) _SplatAlbedoMapG("_SplatAlbedoMapG", 2D) = "white" {} _SplatNormalMapG("_SplatNormalMapG", 2D) = "bump" {} _SplatPackedDataMapG("_SplatPackedDataMapG", 2D) = "white" {} _SplatAlbedoMapGTiling("_SplatAlbedoMapGTiling", Float) = 1 _SplatNormalMapIntensityG("_SplatNormalMapIntensityG", Float) = 1 _SplatSmoothnessMultiplierG("_SplatSmoothnessMultiplierG", Float) = 1 _SplatHeightMultiplierG("_SplatHeightMultiplierG", Float) = 1 // B _SplatAlbedoMapBTintColor("_SplatAlbedoMapBTintColor", Color) = (1,1,1,1) _SplatAlbedoMapB("_SplatAlbedoMapB", 2D) = "white" {} _SplatNormalMapB("_SplatNormalMapB", 2D) = "bump" {} _SplatPackedDataMapB("_SplatPackedDataMapB", 2D) = "white" {} _SplatAlbedoMapBTiling("_SplatAlbedoMapBTiling", Float) = 1 _SplatNormalMapIntensityB("_SplatNormalMapIntensityB", Float) = 1 _SplatSmoothnessMultiplierB("_SplatSmoothnessMultiplierB", Float) = 1 _SplatHeightMultiplierB("_SplatHeightMultiplierB", Float) = 1 // A _SplatAlbedoMapATintColor("_SplatAlbedoMapATintColor", Color) = (1,1,1,1) _SplatAlbedoMapA("_SplatAlbedoMapA", 2D) = "white" {} _SplatNormalMapA("_SplatNormalMapA", 2D) = "bump" {} _SplatPackedDataMapA("_SplatPackedDataMapA", 2D) = "white" {} _SplatAlbedoMapATiling("_SplatAlbedoMapATiling", Float) = 1 _SplatNormalMapIntensityA("_SplatNormalMapIntensityA", Float) = 1 _SplatSmoothnessMultiplierA("_SplatSmoothnessMultiplierA", Float) = 1 _SplatHeightMultiplierA("_SplatHeightMultiplierA", Float) = 1 //////////////////////////////////////////////////////////////////// // Screen space outline //////////////////////////////////////////////////////////////////// _ScreenSpaceOutlineIntensity("_ScreenSpaceOutlineIntensity", Range(0,1)) = 1 [HDR]_ScreenSpaceOutlineColor("_ScreenSpaceOutlineColor", Color) = (1,1,1,1) _ScreenSpaceOutlineWidth("_ScreenSpaceOutlineWidth", Float) = 1 //////////////////////////////////////////////////////////////////// // NiloToon Character Self Shadow (receive shadow from NiloToon characters) //////////////////////////////////////////////////////////////////// [Toggle(_RECEIVE_NILOTOON_CHAR_SHADOW)] _ReceiveNiloToonCharShadow("Receive NiloToon Char Shadow", Float) = 0 _NiloToonCharShadowStrength(" Shadow Strength", Range(0, 1)) = 1.0 //========================================================================== // Blending state _Surface("__surface", Float) = 0.0 _Blend("__mode", Float) = 0.0 _Cull("__cull", Float) = 2.0 [ToggleUI] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _BlendOp("__blendop", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0 [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props _QueueOffset("Queue offset", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this // material work with both Universal Render Pipeline and Builtin Unity Pipeline Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "ComplexLit" "IgnoreProjector" = "True" } LOD 300 // ------------------------------------------------------------------ // Forward only pass. // Acts also as an opaque forward fallback for deferred rendering. Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "ForwardLit" Tags { "LightMode" = "UniversalForwardOnly" } // ------------------------------------- // Render State Commands Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] ZWrite[_ZWrite] Cull[_Cull] AlphaToMask[_AlphaToMask] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex LitPassVertex #pragma fragment LitPassFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local_fragment _OCCLUSIONMAP #pragma shader_feature_local_fragment _ _CLEARCOAT _CLEARCOATMAP #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #if UNITY_VERSION >= 202220 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #pragma multi_compile _ _LIGHT_LAYERS // Starting from 6.1, _FORWARD_PLUS is replaced by _CLUSTER_LIGHT_LOOP #if UNITY_VERSION >= 60010000 #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #elif UNITY_VERSION >= 202220 #pragma multi_compile _ _FORWARD_PLUS #else #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #endif #pragma multi_compile_fragment _ _SHADOWS_SOFT #if UNITY_VERSION >= 60000000 #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #endif #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION >= 202220 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif // ------------------------------------- // Unity defined keywords #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ DEBUG_DISPLAY // [fog] // In NiloToon, we force dynamic_branch for fog if possible (dynamic_branch fog introduced in Unity6.1), // this trades a little bit GPU performance for cutting 50~75% memory usage and 2x~4x faster build time, which is worth it #if UNITY_VERSION >= 60010000 #pragma dynamic_branch _ FOG_LINEAR FOG_EXP FOG_EXP2 // NiloToon's choice, no shader variant //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" // URP's original code #else #pragma multi_compile_fog #endif // for APV support #if UNITY_VERSION >= 60000011 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #if UNITY_VERSION >= 202220 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #else #pragma multi_compile _ DOTS_INSTANCING_ON #endif //[NiloToon] add: //========================================================================================================== #pragma shader_feature_local _SPLATMAP #pragma multi_compile_fragment _ _NILOTOON_GLOBAL_ENABLE_SCREENSPACE_OUTLINE //#pragma multi_compile_fragment _ _NILOTOON_GLOBAL_ENABLE_SCREENSPACE_OUTLINE_V2 //WIP, temp disabled #pragma shader_feature_local_fragment _RECEIVE_NILOTOON_CHAR_SHADOW #pragma multi_compile_fragment _ _NILOTOON_RECEIVE_SELF_SHADOW //========================================================================================================== //[NiloToon] remove: //========================================================================================================== // ------------------------------------- // Includes //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitForwardPass.hlsl" //========================================================================================================== ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // ------------------------------------- // Render State Commands ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #else #pragma multi_compile _ DOTS_INSTANCING_ON #endif // ------------------------------------- // Unity defined keywords #if UNITY_VERSION >= 202220 #pragma multi_compile _ LOD_FADE_CROSSFADE #endif // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW //[NiloToon] remove: //========================================================================================================== // ------------------------------------- // Includes //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" //========================================================================================================== #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } // NiloToon removed GBuffer pass /* Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline // // Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer data. // Deferred lighting is stenciled out for ComplexLit and rendered as forward. Name "GBuffer" Tags { "LightMode" = "UniversalGBuffer" } // ------------------------------------- // Render State Commands ZWrite[_ZWrite] ZTest LEqual Cull[_Cull] HLSLPROGRAM #pragma target 4.5 // Deferred Rendering Path does not support the OpenGL-based graphics API: // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. #pragma exclude_renderers gles3 glcore // ------------------------------------- // Shader Stages #pragma vertex LitGBufferPassVertex #pragma fragment LitGBufferPassFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local_fragment _OCCLUSIONMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal 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_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- // 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_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl" ENDHLSL } */ Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // ------------------------------------- // Render State Commands ZWrite On ColorMask R Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ------------------------------------- // Unity defined keywords #if UNITY_VERSION >= 202220 #pragma multi_compile _ LOD_FADE_CROSSFADE #endif //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #else #pragma multi_compile _ DOTS_INSTANCING_ON #endif //[NiloToon] remove: //========================================================================================================== // ------------------------------------- // Includes //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" //========================================================================================================== #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer. Pass { Name "DepthNormalsOnly" Tags { "LightMode" = "DepthNormalsOnly" } // ------------------------------------- // Render State Commands ZWrite On Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant #if UNITY_VERSION >= 202220 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif // ------------------------------------- // Unity defined keywords #if UNITY_VERSION >= 202220 #pragma multi_compile _ LOD_FADE_CROSSFADE #endif //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #else #pragma multi_compile _ DOTS_INSTANCING_ON #endif //[NiloToon] remove: //========================================================================================================== // ------------------------------------- // Includes //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" // - when using LitDepthNormalsPass, the normal buffer RT will include normalmap's information // - when using DepthNormalsPass, the normal buffer RT will only include polygon normal's information // we changed from LitDepthNormalsPass to DepthNormalsPass, // because we want the normal buffer RT for NiloToon's screen space outline not including normalmap's information // else the screen space outline(using normal) is too complex and dirty #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" //========================================================================================================== ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags { "LightMode" = "Meta" } // ------------------------------------- // Render State Commands Cull Off HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaLit // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _SPECULAR_SETUP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SPECGLOSSMAP #pragma shader_feature EDITOR_VISUALIZATION //[NiloToon] remove: //========================================================================================================== // ------------------------------------- // Includes //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" //========================================================================================================== #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" 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 //[NiloToon] remove: //========================================================================================================== // ------------------------------------- // Includes //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" //========================================================================================================== #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode" = "MotionVectors" } ColorMask RG HLSLPROGRAM #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY //[NiloToon] remove: //========================================================================================================== //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" //========================================================================================================== #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" ENDHLSL } Pass { Name "XRMotionVectors" Tags { "LightMode" = "XRMotionVectors" } ColorMask RGB // Stencil write for obj motion pixels Stencil { WriteMask 1 Ref 1 Comp Always Pass Replace } HLSLPROGRAM #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY #if UNITY_VERSION >= 60010000 #define APPLICATION_SPACE_WARP_MOTION 1 // starting from Unity6.1, the 'APLICATION' typo is fixed, now the correct one is 'APPLICATION'. See Unity6.1's ComplexLit.shader's XRMotionVectors pass #else #define APLICATION_SPACE_WARP_MOTION 1 // this is the 'correct' typo (APLICATION) for Unity6.0 version. See Unity6.0's ComplexLit.shader's XRMotionVectors pass #endif //[NiloToon] remove: //========================================================================================================== //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //========================================================================================================== //[NiloToon] add: //========================================================================================================== #include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl" //========================================================================================================== #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" ENDHLSL } } ////////////////////////////////////////////////////// FallBack "Hidden/Universal Render Pipeline/Lit" FallBack "Hidden/Universal Render Pipeline/FallbackError" //[NiloToon] remove: //========================================================================================================== //CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader" //========================================================================================================== //[NiloToon] added: //========================================================================================================== CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.NiloToonEnvironmentShaderGUI" //========================================================================================================== }