Unity Chan 工程分享 - URP渲染实现 Unity版本:2019.4
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//UTS2/UniversalToon
//v.2.2.0
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project
//(C)Unity Technologies Japan/UCL
Shader "Universal Render Pipeline/Toon" {
Properties{
[HideInInspector] _simpleUI("SimpleUI", Int) = 0
[HideInInspector] _utsVersionX("VersionX", Float) = 2
[HideInInspector] _utsVersionY("VersionY", Float) = 2
[HideInInspector] _utsVersionZ("VersionZ", Float) = 0
[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
[Enum(OFF,0,StencilOut,1,StencilMask,2)] _StencilMode("StencilMode",int) = 0
// these are set in UniversalToonGUI.cs in accordance with _StencilMode
_StencilComp("Stencil Comparison", Float) = 8
_StencilNo("Stencil No", Float) = 1
_StencilOpPass("Stencil Operation", Float) = 0
_StencilOpFail("Stencil Operation", Float) = 0
[Enum(OFF,0,ON,1,] _TransparentEnabled("Transparent Mode", int) = 0
// DoubleShadeWithFeather
// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
// ShadingGradeMap
// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
[Enum(OFF,0,ON,1,TRANSMODE,2)] _ClippingMode ("CliippingMode",int) = 0
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
[Enum(OFF,0,ONT,1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
[Enum(OFF,0,ONT,1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
_SPRDefaultUnlitColorMask("SPRDefaultUnlit Path Color Mask", int) = 15
[Enum(OFF,0,FRONT,1,BACK,2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
// ClippingMask paramaters from Here.
_ClippingMask("ClippingMask", 2D) = "white" {}
//v.2.0.4
[HideInInspector] _IsBaseMapAlphaAsClippingMask("IsBaseMapAlphaAsClippingMask", Float) = 0
//
[Toggle(_)] _Inverse_Clipping("Inverse_Clipping", Float) = 0
_Clipping_Level("Clipping_Level", Range(0, 1)) = 0
_Tweak_transparency("Tweak_transparency", Range(-1, 1)) = 0
// ClippingMask paramaters to Here.
_MainTex ("BaseMap", 2D) = "white" {}
[HideInInspector] _BaseMap ("BaseMap", 2D) = "white" {}
_BaseColor ("BaseColor", Color) = (1,1,1,1)
//v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack.
//If you want to go back the former SSAO results, comment out the below line.
[HideInInspector] _Color ("Color", Color) = (1,1,1,1)
//
[Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1
_1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {}
//v.2.0.5
[Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0
_1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1
_2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {}
//v.2.0.5
[Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0
_2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1
_NormalMap ("NormalMap", 2D) = "bump" {}
_BumpScale ("Normal Scale", Range(0, 1)) = 1
[Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0
//v.2.0.4.4
[Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1
_Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
//v.2.0.6
_BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5
_BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001
_ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0
_1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001
[HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5
[HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
[HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0
[HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
//v.2.0.5
_StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0
[Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1
//
_Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {}
_Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {}
_ShadingGradeMap("ShadingGradeMap", 2D) = "white" {}
//v.2.0.6
_Tweak_ShadingGradeMapLevel("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
_BlurLevelSGM("Blur Level of ShadingGradeMap", Range(0, 10)) = 0
//
_HighColor ("HighColor", Color) = (0,0,0,1)
//v.2.0.4 HighColor_Tex
_HighColor_Tex ("HighColor_Tex", 2D) = "white" {}
[Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1
[Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0
_HighColor_Power ("HighColor_Power", Range(0, 1)) = 0
[Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0
[Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0
[Toggle(_)] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0
_TweakHighColorOnShadow ("TweakHighColorOnShadow", Range(0, 1)) = 0
//ハイカラーマスク.
_Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {}
_Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _RimLight ("RimLight", Float ) = 0
_RimLightColor ("RimLightColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1
[Toggle(_)] _Is_NormalMapToRimLight ("Is_NormalMapToRimLight", Float ) = 0
_RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1
_RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
[Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0
//リムライト追加プロパティ.
[Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0
_Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
[Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0
_Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1
_Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1
[Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0
//リムライトマスク.
_Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {}
_Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
//ここまで.
[Toggle(_)] _MatCap ("MatCap", Float ) = 0
_MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {}
//v.2.0.6
_BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
_MatCapColor ("MatCapColor", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1
[Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1
_Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0
_Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0
//v.2.0.6
[Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0
[Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0
_NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {}
_BumpScaleMatcap ("Scale for NormalMapforMatCap", Range(0, 1)) = 1
_Rotate_NormalMapForMatCapUV ("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0
[Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0
_TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0
//MatcapMask
_Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {}
_Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0
[Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0
//v.2.0.5
[Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0
////天使の輪追加プロパティ.
[Toggle(_)] _AngelRing("AngelRing", Float) = 0
_AngelRing_Sampler("AngelRing_Sampler", 2D) = "black" {}
_AngelRing_Color("AngelRing_Color", Color) = (1,1,1,1)
[Toggle(_)] _Is_LightColor_AR("Is_LightColor_AR", Float) = 1
_AR_OffsetU("AR_OffsetU", Range(0, 0.5)) = 0
_AR_OffsetV("AR_OffsetV", Range(0, 1)) = 0.3
[Toggle(_)] _ARSampler_AlphaOn("ARSampler_AlphaOn", Float) = 0
//ここまで.
//v.2.0.7 Emissive
[KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
_Emissive_Tex ("Emissive_Tex", 2D) = "white" {}
[HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1)
_Base_Speed ("Base_Speed", Float ) = 0
_Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0
_Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0
_Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0
[Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0
[Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0
[HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1)
_ColorShift_Speed ("ColorShift_Speed", Float ) = 0
[Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0
[HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1)
[Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0
//
//Outline
[KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0
_Outline_Width ("Outline_Width", Float ) = 0
_Farthest_Distance ("Farthest_Distance", Float ) = 100
_Nearest_Distance ("Nearest_Distance", Float ) = 0.5
_Outline_Sampler ("Outline_Sampler", 2D) = "white" {}
_Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1)
[Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0
[Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1
// ClippingMask paramaters from Here.
[HideInInspector]_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5
// ClippingMask paramaters to here.
//v.2.0.4
[Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0
_OutlineTex ("OutlineTex", 2D) = "white" {}
//Offset parameter
_Offset_Z ("Offset_Camera_Z", Float) = 0
//v.2.0.4.3 Baked Nrmal Texture for Outline
[Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0
_BakedNormal ("Baked Normal for Outline", 2D) = "white" {}
//GI Intensity
_GI_Intensity ("GI_Intensity", Range(0, 1)) = 0
//For VR Chat under No effective light objects
_Unlit_Intensity ("Unlit_Intensity", Range(0.001, 4)) = 1
//v.2.0.5
[Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0
//Built-in Light Direction
[Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0
_Offset_X_Axis_BLD (" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05
_Offset_Y_Axis_BLD (" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09
[Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1
}
SubShader {
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 vertex vert
#pragma fragment frag
#pragma target 2.0
//V.2.0.4
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
//アウトライン処理はUniversalToonOutline.hlslへ.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "UniversalToonHead.hlsl"
#include "UniversalToonOutline.hlsl"
ENDHLSL
}
//ToonCoreStart
Pass {
Name "FORWARD"
Tags {
"LightMode"="LightweightForward"
}
ZWrite[_ZWriteMode]
Cull[_CullMode]
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref[_StencilNo]
Comp[_StencilComp]
Pass[_StencilOpPass]
Fail[_StencilOpFail]
}
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile _IS_PASS_FWDBASE
#pragma multi_compile _ENVIRONMENTREFLECTIONS_OFF
// DoubleShadeWithFeather and ShadingGradeMap use different fragment shader.
#pragma shader_feature _ _SHADINGGRADEMAP
// used in ShadingGradeMap
#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
#pragma shader_feature _IS_ANGELRING_OFF _IS_ANGELRING_ON
// used in Shadow calculation
#pragma shader_feature _ UTS_USE_RAYTRACING_SHADOW
// 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"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
#include "UniversalToonHead.hlsl"
#include "UniversalToonBody.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull[_CullMode]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
//ToonCoreEnd
}
CustomEditor "UnityEditor.Rendering.Universal.Toon.ShaderGUI.UniversalToonGUI"
}