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| Shader "HHF/Example/CartoonCharacter" { Properties { [Header(Base)] _BaseColor("Base Color",color) = (1,1,1,1) _BaseMap("BaseMap", 2D) = "white" {}
[Header(Outline)] _OutlineColor("OutlineColor",color) = (0,0,0,0) _OutlineWidth("OutlineWidth",range(0,10)) = 0.1 _UnifomWidth("UniformWidth",range(0, 1)) = 0.5
[Header(Color)] [IntRange]_Step("Step",range(1,5)) = 2 [NoScaleOffset]_ShadowRampMap("ShadowRampMap",2D) = "white"{} [NoScaleOffset]_ShadowMap("ShadowMap",2D) = "black"{}
[Header(Specular)] _Specular("Strength(X) Gloss(Y) Soft(Z) Alpha(W)",vector) = (1,1,0,0) _SpecualrMaskMap("SpecularMask(R)",2D) = "black"{}
[Header(Fresnel)] _FresnelColor("FresnelColor",color) = (1,1,1,1) _Fresnel("Strength(X) Gloss(Y) Soft(Z)",vector) = (1,1,0,0) } SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
Pass { Tags {"LightMode" = "UniversalForward"} HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; half3 normalWS : TEXCOORD1; half3 viewWS : TEXCOORD2; float4 shadowCoord : TEXCOORD3; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _BaseMap_ST; half _Step; half4 _Specular,_Fresnel,_FresnelColor; CBUFFER_END TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap); TEXTURE2D (_ShadowRampMap);SAMPLER(sampler_ShadowRampMap); TEXTURE2D (_ShadowMap); TEXTURE2D (_SpecualrMaskMap);
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.normalWS = TransformObjectToWorldNormal(v.normal.xyz); float3 positionWS = TransformObjectToWorld(v.vertex.xyz); o.viewWS = normalize(_WorldSpaceCameraPos - positionWS); o.shadowCoord = TransformWorldToShadowCoord(positionWS); return o; }
half4 frag(v2f i) : SV_Target { half4 c; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv); c = baseMap * _BaseColor;
Light mainLight = GetMainLight(i.shadowCoord); half3 L = mainLight.direction; half3 N = normalize(i.normalWS); half3 V = normalize(i.viewWS); half NdotL = dot(N,L)*0.5+0.5;
half4 shadowRampMap = SAMPLE_TEXTURE2D(_ShadowRampMap, sampler_ShadowRampMap, NdotL); half4 level = shadowRampMap; half4 shadowMap = SAMPLE_TEXTURE2D(_ShadowMap, sampler_BaseMap, i.uv); level *= shadowMap.a * 0.5 + 0.5; level *= mainLight.shadowAttenuation; c = lerp(c * shadowMap,c,level);
half3 H = normalize(L+V); half NdotH = saturate(dot(N,H)); half4 specular = _Specular.x * pow(NdotH,_Specular.y); specular = smoothstep(0.5, 0.5 + _Specular.z, specular); half4 specularMaskMap = SAMPLE_TEXTURE2D(_SpecualrMaskMap, sampler_BaseMap, i.uv); specular *= specularMaskMap; specular *= _Specular.w; c += specular;
half NdotV = 1-saturate(dot(N,V)); half4 fresnel = _Fresnel.x * pow(NdotV, _Fresnel.y); fresnel = smoothstep(0.5, 0.5+_Fresnel.z, fresnel); fresnel *= _FresnelColor; c += fresnel;
return c; } ENDHLSL }
Pass { Tags {"LightMode" = "SRPDefaultUnlit"} Cull Front HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata { float4 vertex : POSITION; float3 tangent : TANGENT; half4 color : COLOR; float uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; half4 color : TEXCOORD0; float2 uv : TEXCOORD1; };
CBUFFER_START(UnityPerMaterial) half4 _OutlineColor; half _OutlineWidth; half _UnifomWidth; CBUFFER_END
TEXTURE2D (_ShadowMap);SAMPLER(sampler_ShadowMap);
v2f vert(appdata v) { v2f o = (v2f)0;
float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float distance = length(_WorldSpaceCameraPos - positionWS); distance = pow(distance,_UnifomWidth);
float3 positionOS = v.vertex.xyz; float3 width = normalize(v.tangent) * _OutlineWidth * 0.01; width *= distance; width *= v.color.a; positionOS += width; o.positionCS = TransformObjectToHClip(positionOS); o.color = v.color; o.uv = v.uv; return o; }
half4 frag(v2f i) : SV_Target { half4 shadowMap = SAMPLE_TEXTURE2D(_ShadowMap, sampler_ShadowMap, i.uv); return shadowMap * _OutlineColor; } ENDHLSL }
Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull]
HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5
#pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } } SubShader { Tags { "Queue"="Geometry" } Pass { Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float3 tangent : TANGENT; half4 color : COLOR; float uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; half4 color : TEXCOORD0; float2 uv : TEXCOORD1; };
half4 _OutlineColor; half _OutlineWidth; half _UnifomWidth; sampler2D _ShadowMap;
v2f vert(appdata v) { v2f o = (v2f)0;
float3 positionWS = mul(UNITY_MATRIX_M, v.vertex); float distance = length(_WorldSpaceCameraPos - positionWS); distance = pow(distance,_UnifomWidth);
float3 positionOS = v.vertex.xyz; float3 width = normalize(v.tangent) * _OutlineWidth * 0.01; width *= distance; width *= v.color.a; positionOS += width; o.positionCS = UnityObjectToClipPos(positionOS); o.color = v.color; o.uv = v.uv; return o; }
half4 frag(v2f i) : SV_Target { half4 shadowMap = tex2D(_ShadowMap, i.uv); return shadowMap * _OutlineColor; }
ENDCG } Pass {
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; };
struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; half3 normalWS : TEXCOORD1; half3 viewWS : TEXCOORD2; half3 positionWS : TEXCOORD3;
UNITY_SHADOW_COORDS(4) };
half4 _BaseColor; sampler2D _BaseMap;float4 _BaseMap_ST; sampler2D _ShadowRampMap; sampler2D _ShadowMap; sampler2D _SpecualrMaskMap; half _Step; half4 _Specular,_Fresnel,_FresnelColor;
v2f vert(appdata v) { v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.normalWS = UnityObjectToWorldNormal(v.normal.xyz); o.positionWS = mul(UNITY_MATRIX_M, v.vertex); o.viewWS = normalize(_WorldSpaceCameraPos - o.positionWS); TRANSFER_SHADOW(o) return o; }
half4 frag(v2f i) : SV_Target { half4 c; half4 baseMap = tex2D(_BaseMap, i.uv); c = baseMap * _BaseColor;
UNITY_LIGHT_ATTENUATION(atten, i, i.positionWS) half3 L = _WorldSpaceLightPos0; half3 N = normalize(i.normalWS); half3 V = normalize(i.viewWS); half NdotL = dot(N,L)*0.5+0.5;
half4 shadowRampMap = tex2D(_ShadowRampMap, NdotL); half4 level = shadowRampMap; half4 shadowMap = tex2D(_ShadowMap, i.uv); level *= shadowMap.a * 0.5 + 0.5; level *= atten; c = lerp(c * shadowMap,c,level);
half3 H = normalize(L+V); half NdotH = saturate(dot(N,H)); half4 specular = _Specular.x * pow(NdotH,_Specular.y); specular = smoothstep(0.5, 0.5 + _Specular.z, specular); half4 specularMaskMap = tex2D(_SpecualrMaskMap, i.uv); specular *= specularMaskMap; specular *= _Specular.w; c += specular;
half NdotV = 1-saturate(dot(N,V)); half4 fresnel = _Fresnel.x * pow(NdotV, _Fresnel.y); fresnel = smoothstep(0.5, 0.5+_Fresnel.z, fresnel); fresnel *= _FresnelColor; c += fresnel;
return c; }
ENDCG } pass { Tags {"LightMode" = "ShadowCaster"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc"
struct appdata { float4 vertex:POSITION; half3 normal:NORMAL; };
struct v2f { V2F_SHADOW_CASTER; };
v2f vert(appdata v) { v2f o = (v2f)0; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; }
fixed4 frag(v2f i):SV_TARGET { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }
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