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2025-10-31 15:31:34 +08:00
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commit ad94eae693
316 changed files with 40772 additions and 89 deletions

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// https://github.com/ronja-tutorials/ShaderTutorials/blob/master/Assets/047_InverseInterpolationAndRemap/Interpolation.cginc
// edit float to half for optimization, because we usually use this to process color data(half)
#ifndef Include_NiloInvLerpRemap
#define Include_NiloInvLerpRemap
// just like smoothstep(), but linear, not clamped
half invLerp(half from, half to, half value)
{
return (value - from) / (to - from);
}
half invLerpClamp(half from, half to, half value)
{
return saturate(invLerp(from,to,value));
}
// full control remap, but slower
half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value)
{
half rel = invLerp(origFrom, origTo, value);
return lerp(targetFrom, targetTo, rel);
}
#endif

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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
#ifndef Include_NiloOutlineUtil
#define Include_NiloOutlineUtil
// If your project has a faster way to get camera fov in shader, you can replace this slow function to your method.
// For example, you write cmd.SetGlobalFloat("_CurrentCameraFOV",cameraFOV) using a new RendererFeature in C#.
// For this tutorial shader, we will keep things simple and use this slower but convenient method to get camera fov
float GetCameraFOV()
{
//https://answers.unity.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html
float t = unity_CameraProjection._m11;
float Rad2Deg = 180 / 3.1415;
float fov = atan(1.0f / t) * 2.0 * Rad2Deg;
return fov;
}
float ApplyOutlineDistanceFadeOut(float inputMulFix)
{
//make outline "fadeout" if character is too small in camera's view
return saturate(inputMulFix);
}
float GetOutlineCameraFovAndDistanceFixMultiplier(float positionVS_Z)
{
float cameraMulFix;
if(unity_OrthoParams.w == 0)
{
////////////////////////////////
// Perspective camera case
////////////////////////////////
// keep outline similar width on screen accoss all camera distance
cameraMulFix = abs(positionVS_Z);
// can replace to a tonemap function if a smooth stop is needed
cameraMulFix = ApplyOutlineDistanceFadeOut(cameraMulFix);
// keep outline similar width on screen accoss all camera fov
cameraMulFix *= GetCameraFOV();
}
else
{
////////////////////////////////
// Orthographic camera case
////////////////////////////////
float orthoSize = abs(unity_OrthoParams.y);
orthoSize = ApplyOutlineDistanceFadeOut(orthoSize);
cameraMulFix = orthoSize * 50; // 50 is a magic number to match perspective camera's outline width
}
return cameraMulFix * 0.00005; // mul a const to make return result = default normal expand amount WS
}
#endif

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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
#ifndef Include_NiloZOffset
#define Include_NiloZOffset
// Push an imaginary vertex towards camera in view space (linear, view space unit),
// then only overwrite original positionCS.z using imaginary vertex's result positionCS.z value
// Will only affect ZTest ZWrite's depth value of vertex shader
// Useful for:
// -Hide ugly outline on face/eye
// -Make eyebrow render on top of hair
// -Solve ZFighting issue without moving geometry
float4 NiloGetNewClipPosWithZOffset(float4 originalPositionCS, float viewSpaceZOffsetAmount)
{
if(unity_OrthoParams.w == 0)
{
////////////////////////////////
//Perspective camera case
////////////////////////////////
float2 ProjM_ZRow_ZW = UNITY_MATRIX_P[2].zw;
float modifiedPositionVS_Z = -originalPositionCS.w + -viewSpaceZOffsetAmount; // push imaginary vertex
float modifiedPositionCS_Z = modifiedPositionVS_Z * ProjM_ZRow_ZW[0] + ProjM_ZRow_ZW[1];
originalPositionCS.z = modifiedPositionCS_Z * originalPositionCS.w / (-modifiedPositionVS_Z); // overwrite positionCS.z
return originalPositionCS;
}
else
{
////////////////////////////////
//Orthographic camera case
////////////////////////////////
originalPositionCS.z += -viewSpaceZOffsetAmount / _ProjectionParams.z; // push imaginary vertex and overwrite positionCS.z
return originalPositionCS;
}
}
#endif

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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
/*
This shader is a simple and short example showing you how to write your first URP custom toon lit shader with "minimum" shader code.
You can use this shader as a starting point, add/edit code to develop your own custom toon lit shader for URP14(Unity2022.3) or above.
Usually, just by editing "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" alone can control most of the visual result.
This shader includes 5 passes:
0.UniversalForwardOnly pass (this pass will always render to the _CameraColorAttachment* & _CameraDepthAttachment*)
1.Outline pass (this pass will always render to the _CameraColorAttachment* & _CameraDepthAttachment*)
2.ShadowCaster pass (only for URP's shadow caster rendering, render to the _MainLightShadowmapTexture* and _AdditionalLightsShadowmapTexture*. This pass won't render at all if your character don't cast shadow)
3.DepthOnly pass (only for URP's _CameraDepthTexture's rendering. This pass won't render at all if your project don't render URP's offscreen depth prepass)
4.DepthNormalsOnly pass (only for URP's _CameraDepthTexture + _CameraNormalsTexture's rendering. This pass won't render at all if your project don't render URP's offscreen depth+normal prepass)
- Because most of the time, you use this toon lit shader for unique dynamic characters, so all lightmap related code are removed for simplicity.
- For batching, we only rely on SRP batching, which is the most practical batching method in URP for rendering lots of unique animated SkinnedMeshRenderer characters using the same shader
Most of the properties will try to follow URP Lit shader's naming convention,
so switching your URP lit material's shader to this toon lit shader will preserve most of the original properties if defined in this shader.
For URP Lit shader's naming convention, see URP's Lit.shader.
In this shader, sometimes we choose "conditional move (a?b:c)" or "static uniform branching (if(_Uniform))" over "shader_feature & multi_compile" for some of the toggleable features,
because:
- we want to avoid this shader's build time takes too long (2^n)
- we want to avoid shader size and memory usage becomes too large easily (2^n), 2GB memory iOS mobile will crash easily if you use too much multi_compile
- we want to avoid rendering spike/hiccup when a new shader variant was seen by the camera first time ("create GPU program" in profiler)
- we want to avoid increasing ShaderVariantCollection's keyword combination complexity
- we want to avoid breaking SRP batching because SRP batching is per shader variant batching, not per shader
All modern GPU(include the latest high-end mobile devices) can handle "static uniform branching" with "almost" no performance cost (if register pressure is not the bottleneck).
Usually, there exist 4 cases of branching, here we sorted them by cost, from lowest cost to highest cost,
and you usually only need to worry about the "case 4" only!
case 1 - compile time constant if():
// absolutely 0 performance cost for any platform, unity's shader compiler will treat the false side of if() as dead code and remove it completely
// shader compiler is very good at dead code removal
#define SHOULD_RUN_FANCY_CODE 0
if(SHOULD_RUN_FANCY_CODE) {...}
case 2 - static uniform branching if():
// reasonable low performance cost (except OpenGLES2, OpenGLES2 doesn't have branching and will always run both paths and discard the false path)
// since OpenGLES2 is not important anymore in 2024, we will use static uniform branching if() when suitable
CBUFFER_START(UnityPerMaterial)
float _ShouldRunFancyCode; // usually controlled by a [Toggle] in material inspector, or material.SetFloat(1 or 0) in C#
CBUFFER_END
if(_ShouldRunFancyCode) {...}
case 3 - dynamic branching if() without divergence inside a wavefront/warp:
bool shouldRunFancyCode = (some shader calculation); // all pixels inside a wavefront/warp(imagine it is a group of 8x8 pixels) all goes into the same path, then no divergence.
if(shouldRunFancyCode) {...}
case 4 - dynamic branching if() WITH divergence inside a wavefront/warp:
// this is the only case that will make GPU really slow! You will want to avoid it as much as possible
bool shouldRunFancyCode = (some shader calculation); // pixels inside a wavefront/warp(imagine it is a group of 8x8 pixels) goes into different paths, even it is 63 vs 1 within a 8x8 thread group, it is still divergence!
if(shouldRunFancyCode) {...}
If you want to understand the difference between case 1-4,
Here are some extra resources about the cost of if() / branching / divergence in shader:
- https://stackoverflow.com/questions/37827216/do-conditional-statements-slow-down-shaders
- https://stackoverflow.com/questions/5340237/how-much-performance-do-conditionals-and-unused-samplers-textures-add-to-sm2-3-p/5362006#5362006
- https://twitter.com/bgolus/status/1235351597816795136
- https://twitter.com/bgolus/status/1235254923819802626?s=20
- https://www.shadertoy.com/view/wlsGDl?fbclid=IwAR1ByDhQBck8VO0AMPS5XpbtBPSzSN9Mh8clW4itRgDIpy5ROcXW1Iyf86g
[TLDR]
Just remember(even for mobile platform):
- if() itself is not evil, you CAN use it if you know there is no divergence inside a wavefront/warp, still, it is not free on mobile.
- "a ? b : c" is just a conditional move(movc / cmov) in assembly code, don't worry using it if you have calculated b and c already
- Don't try to optimize if() or "a ? b : c" by replacing them by lerp(b,c,step())..., because "a ? b : c" is always faster if you have calculated b and c already
- branching is not evil, still it is not free. Sometimes we can use branching to help GPU run faster if the skipped task is heavy!
- but, divergence is evil! If you want to use if(condition){...}else{...}, make sure the "condition" is the same within as many groups of 8x8 pixels as possible
[Note from the developer (1)]
Using shader permutation(multi_compile/shader_feature) is still the fastest way to skip shader calculation,
because once the code doesn't exist, it will enable many compiler optimizations.
If you need the best GPU performance, and you can accept long build time and huge memory usage, you can use multi_compile/shader_feature more, especially for features with texture read.
NiloToonURP's character shader will always prefer shader permutation if it can skip any texture read,
because the GPU hardware has very strong ALU(pure calculation) power growth since 2015 (including mobile),
but relatively weak growth in memory bandwidth(usually means buffer/texture read).
(https://community.arm.com/developer/tools-software/graphics/b/blog/posts/moving-mobile-graphics#siggraph2015)
And when GPU is waiting for receiving texture fetch, it won't become idle,
GPU will still continue any available ALU work(latency hiding) until there is 100% nothing to calculate anymore,
also bandwidth is the biggest source of heat generation (especially on mobile without active cooling = easier overheat/thermal throttling).
So we should try our best to keep memory bandwidth usage low (since more ALU is ok, but more texture read is not ok),
the easiest way is to remove texture read using shader permutation.
But if the code is ALU only(pure calculation), and calculation is simple on both paths on the if & else side, NiloToonURP will prefer "a ? b : c".
The rest will be static uniform branching (usually means heavy ALU only code inside an if()).
[Note from the developer (2)]
If you are working on a game project, not a generic tool like NiloToonURP, you will always want to pack 4data (occlusion/specular/smoothness/any mask.....) into 1 RGBA texture(for fragment shader),
and pack 4data (outlineWidth/ZOffset/face area mask....) into another RGBA texture(for vertex shader), to reduce the number of texture read without changing visual result(if we ignore texture compression).
But since NiloToonURP is a generic tool that is used by different person/team/company,
we know it is VERY important for all users to be able to apply NiloToon shader to any model easily/fast/without effort,
and we know that it is almost not practical if we force regular user to pack their texture into a special format just for NiloToon shader,
so we decided we will keep every texture separated, even it is VERY slow compared to the packed texture method.
That is a sad decision in terms of performance, but a good decision for ease of use.
If user don't need the best performance, this decision is actually a plus to them since it is much more flexible when using this shader.
[About multi_compile or shader_feature's _vertex and _fragment suffixes]
In unity 2020.3, unity added _vertex, _fragment suffixes to multi_compile and shader_feature
https://docs.unity3d.com/2020.3/Documentation/Manual/SL-MultipleProgramVariants.html (Using stage-specific keyword directives)
The only disadvantage of NOT using _vertex and _fragment suffixes is only compilation time, not build size/memory usage:
https://docs.unity3d.com/2020.3/Documentation/Manual/SL-MultipleProgramVariants.html (Stage-specific keyword directives)
"Unity identifies and removes duplicates afterwards, so this redundant work does not affect build sizes or runtime performance;
however, if you have a lot of stages and/or variants, the time wasted during shader compilation can be significant."
---------------------------------------------------------------------------
More information about mobile GPU optimization can be found here, most of the best practice can apply both GPU(Mali & Adreno):
https://developer.arm.com/solutions/graphics-and-gaming/arm-mali-gpu-training
[Shader build time and memory]
https://blog.unity.com/engine-platform/2021-lts-improvements-to-shader-build-times-and-memory-usage
[Support SinglePassInstancing]
https://docs.unity3d.com/2022.2/Documentation/Manual/SinglePassInstancing.html
[Conditionals can affect #pragma directives]
preprocessor conditionals can be used to influence, which #pragma directives are selected.
https://forum.unity.com/threads/new-shader-preprocessor.790328/
https://docs.unity3d.com/Manual/shader-variant-stripping.html
Example code:
{
#ifdef SHADER_API_DESKTOP
#pragma multi_compile _ RED GREEN BLUE WHITE
#else
#pragma shader_feature RED GREEN BLUE WHITE
#endif
}
{
#if SHADER_API_DESKTOP
#pragma geometry ForwardPassGeometry
#endif
}
{
#if SHADER_API_DESKTOP
#pragma vertex DesktopVert
#else
#pragma vertex MobileVert
#endif
}
{
#if SHADER_API_DESKTOP
#pragma multi_compile SHADOWS_LOW SHADOWS_HIGH
#pragma multi_compile REFLECTIONS_LOW REFLECTIONS_HIGH
#pragma multi_compile CAUSTICS_LOW CAUSTICS_HIGH
#elif SHADER_API_MOBILE
#pragma multi_compile QUALITY_LOW QUALITY_HIGH
#pragma shader_feature CAUSTICS // Uses shader_feature, so Unity strips variants that use CAUSTICS if there are no Materials that use the keyword at build time.
#endif
}
But this will not work (Keywords coming from pragmas (shader_feature, multi_compile and variations) will not affect other pragmas.):
{
#pragma shader_feature WIREFRAME_MODE_ON
#ifdef WIREFRAME_MODE_ON
#pragma geometry ForwardPassGeometry
#endif
}
[Write .shader and .hlsl using an IDE]
Rider is the best IDE for writing shader in Unity, there should be no other better tool than Rider.
If you never used Rider to write hlsl before, we highly recommend trying it for a month for free.
https://www.jetbrains.com/rider/
[hlsl code is inactive in Rider]
You may encounter an issue that some hlsl code is inactive within the #if #endif section, so Rider's "auto complete" and "systax highlightd" is not active,
to solve this problem, please switch the context using the "Unity Shader Context picker in the status bar" UI at the bottom right of Rider
For details, see this Rider document about "Unity Shader Context picker in the status bar":
https://github.com/JetBrains/resharper-unity/wiki/Switching-code-analysis-context-for-hlsl-cginc-files-in-Rider
*/
Shader "SimpleURPToonLitExample(With Outline)"
{
Properties
{
[Header(High Level Setting)]
[ToggleUI]_IsFace("Is Face?", Float) = 0
[Header(Mouth)]
[ToggleUI]_IsMouth("Is Mouth?", Float) = 0
_MouthTex("Mouth Texture", 2D) = "white" {}
_FaceTex("Face Texture", 2D) = "white" {}
_Mouthc("Mouth c", float) = 0
_Mouthr("Mouth r", float) = 0
[Header(Base Color)]
[MainTexture]_BaseMap("Base Map", 2D) = "white" {}
[HDR][MainColor]_BaseColor("Base Color", Color) = (1,1,1,1)
[Header(Alpha Clipping)]
[Toggle(_UseAlphaClipping)]_UseAlphaClipping("Enable?", Float) = 0
_Cutoff(" Cutoff", Range(0.0, 1.0)) = 0.5
[Header(Emission)]
[Toggle]_UseEmission("Enable?", Float) = 0
[HDR] _EmissionColor(" Color", Color) = (0,0,0)
_EmissionMulByBaseColor(" Mul Base Color", Range(0,1)) = 0
[NoScaleOffset]_EmissionMap(" Emission Map", 2D) = "white" {}
_EmissionMapChannelMask(" ChannelMask", Vector) = (1,1,1,0)
[Header(Occlusion)]
[Toggle]_UseOcclusion("Enable?", Float) = 0
_OcclusionStrength(" Strength", Range(0.0, 1.0)) = 1.0
[NoScaleOffset]_OcclusionMap(" OcclusionMap", 2D) = "white" {}
_OcclusionMapChannelMask(" ChannelMask", Vector) = (1,0,0,0)
_OcclusionRemapStart(" RemapStart", Range(0,1)) = 0
_OcclusionRemapEnd(" RemapEnd", Range(0,1)) = 1
[Header(Indirect Light)]
_IndirectLightMinColor("Min Color", Color) = (0.1,0.1,0.1,1) // can prevent completely black if light prob is not baked
_IndirectLightMultiplier("Multiplier", Range(0,1)) = 1
[Header(Direct Light)]
_DirectLightMultiplier("Brightness", Range(0,1)) = 1
_CelShadeMidPoint("MidPoint", Range(-1,1)) = -0.5
_CelShadeSoftness("Softness", Range(0,1)) = 0.05
_MainLightIgnoreCelShade("Remove Shadow", Range(0,1)) = 0
[Header(Additional Light)]
_AdditionalLightIgnoreCelShade("Remove Shadow", Range(0,1)) = 0.9
[Header(Shadow Mapping)]
_ReceiveShadowMappingAmount("Strength", Range(0,1)) = 0.65
_ShadowMapColor(" Shadow Color", Color) = (1,0.825,0.78)
_ReceiveShadowMappingPosOffset(" Depth Bias", Float) = 0
[Header(Outline)]
_OutlineWidth("Width", Range(0,4)) = 1
_OutlineColor("Color", Color) = (0.5,0.5,0.5,1)
[Header(Outline ZOffset)]
_OutlineZOffset("ZOffset (View Space)", Range(0,1)) = 0.0001
[NoScaleOffset]_OutlineZOffsetMaskTex(" Mask (black is apply ZOffset)", 2D) = "black" {}
_OutlineZOffsetMaskRemapStart(" RemapStart", Range(0,1)) = 0
_OutlineZOffsetMaskRemapEnd(" RemapEnd", Range(0,1)) = 1
}
SubShader
{
Tags
{
// SRP introduced a new "RenderPipeline" tag in Subshader. This allows you to create shaders
// that can match multiple render pipelines. If a RenderPipeline tag is not set it will match
// any render pipeline. In case you want your SubShader to only run in URP, set the tag to
// "UniversalPipeline"
// here "UniversalPipeline" tag is required, because we only want this shader to run in URP.
// 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 works with both Universal Render Pipeline and Builtin-RP
// the tag value is "UniversalPipeline", not "UniversalRenderPipeline", be careful!
"RenderPipeline" = "UniversalPipeline"
// explicit SubShader tag to avoid confusion
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
"UniversalMaterialType" = "ComplexLit"
"Queue"="Geometry"
}
// You can use LOD to control if this SubShader should be used.
// if this SubShader is not allowed to be use due to LOD,
// Unity will consider the next SubShader
LOD 100
// We can extract duplicated hlsl code from all passes into this HLSLINCLUDE section. Less duplicated code = Less error
HLSLINCLUDE
// all Passes will need this keyword
#pragma shader_feature_local_fragment _UseAlphaClipping
ENDHLSL
// [#0 Pass - ForwardLit]
// Forward only pass.
// Acts also as an opaque forward fallback for deferred rendering.
// Shades GI, all lights, shadow, emission and fog in a single pass.
// Compared to Builtin pipeline forward renderer, URP forward renderer will
// render a scene with multiple lights with less draw calls and less overdraw.
Pass
{
Name "ForwardLit"
Tags
{
// "LightMode" matches the "ShaderPassName" set in UniversalRenderPipeline.cs.
// SRPDefaultUnlit and passes with no LightMode tag are also rendered by URP
// "LightMode" tag must be "UniversalForward" in order to render lit objects in URP.
"LightMode" = "UniversalForwardOnly"
}
// -------------------------------------
// Render State Commands
// - explicit render state to avoid confusion
// - you can expose these render state to material inspector if needed (see URP's Lit.shader)
Blend One Zero
ZWrite On
Cull Off
ZTest LEqual
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex VertexShaderWork
#pragma fragment ShadeFinalColor
// -------------------------------------
// Material Keywords
// (all shader_feature that we needed were extracted to a shared SubShader level HLSL block already)
// -------------------------------------
// Universal Pipeline keywords
// You can always copy this section from URP's ComplexLit.shader
// When doing custom shaders you most often want to copy and paste these #pragma multi_compile
// These multi_compile variants are stripped from the build depending on:
// 1) Settings in the URP Asset assigned in the GraphicsSettings at build time
// e.g If you disabled AdditionalLights in all the URP assets then all _ADDITIONA_LIGHTS variants
// will be stripped from build
// 2) Invalid combinations are stripped.
#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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _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 _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#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 _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//--------------------------------------
// Defines
// - because this pass is just a ForwardLitOnly pass, no need any special #define
// (no special #define)
// -------------------------------------
// Includes
// - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
ENDHLSL
}
// [#1 Pass - Outline]
// Same as the above "ForwardLit" pass, but:
// - vertex position are pushed out a bit base on normal direction
// - also color is tinted by outline color
// - Cull Front instead of Cull Off because Cull Front is a must for any 2 pass outline method
Pass
{
Name "Outline"
Tags
{
// IMPORTANT: don't write this line for any custom pass(e.g. outline pass)!
// else this outline pass(custom pass) will not be rendered by URP!
//"LightMode" = "UniversalForwardOnly"
// [Important CPU performance note]
// If you need to add a custom pass to your shader (e.g. outline pass, planar shadow pass, Xray overlay pass when blocked....),
// follow these steps:
// (1) Add a new Pass{} to your shader
// (2) Write "LightMode" = "YourCustomPassTag" inside new Pass's Tags{}
// (3) Add a new custom RendererFeature(C#) to your renderer,
// (4) write cmd.DrawRenderers() with ShaderPassName = "YourCustomPassTag"
// (5) if done correctly, URP will render your new Pass{} for your shader, in a SRP-batching friendly way (usually in 1 big SRP batch)
// For tutorial purpose, current everything is just shader files without any C#, so this Outline pass is actually NOT SRP-batching friendly.
// If you are working on a project with lots of characters, make sure you use the above method to make Outline pass SRP-batching friendly!
}
// -------------------------------------
// Render State Commands
// - Cull Front is a must for extra pass outline method
Blend One Zero
ZWrite On
Cull Front
ZTest LEqual
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex VertexShaderWork
#pragma fragment ShadeFinalColor
// -------------------------------------
// Material Keywords
// (all shader_feature that we needed were extracted to a shared SubShader level HLSL block already)
// -------------------------------------
// 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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _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 _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#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 _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//--------------------------------------
// Defines
// - because this is an Outline pass, define "ToonShaderIsOutline" to inject outline related code into both VertexShaderWork() and ShadeFinalColor()
#define ToonShaderIsOutline
// -------------------------------------
// Includes
// - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
ENDHLSL
}
// ShadowCaster pass. Used for rendering URP's shadowmaps
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
// - more explicit render state to avoid confusion
ZWrite On // the only goal of this pass is to write depth!
ZTest LEqual // early exit at Early-Z stage if possible
ColorMask 0 // we don't care about color, we just want to write depth in shadow maps, ColorMask 0 will save some write bandwidth
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex VertexShaderWork
#pragma fragment AlphaClipAndLODTest // we only need to do Clip(), no need shading
// -------------------------------------
// Material Keywords
// - the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the SubShader level HLSLINCLUDE block
// (so no need to write any extra shader_feature in this pass)
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// 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
//--------------------------------------
// Defines
// - because it is a ShadowCaster pass, define "ToonShaderApplyShadowBiasFix" to inject "remove shadow mapping artifact" code into VertexShaderWork()
#define ToonShaderApplyShadowBiasFix
// -------------------------------------
// Includes
// - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
ENDHLSL
}
// (X) No "GBuffer" Pass
// DepthOnly pass. Used for rendering URP's offscreen depth prepass (you can search DepthOnlyPass.cs in URP package)
// For example, when depth texture is on, we need to perform this offscreen depth prepass for this toon shader.
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
// - more explicit render state to avoid confusion
ZWrite On // the only goal of this pass is to write depth!
ZTest LEqual // early exit at Early-Z stage if possible
ColorMask R // we don't care about RGB color, we just want to write depth, ColorMask R will save some write bandwidth
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex VertexShaderWork
#pragma fragment DepthOnlyFragment // we only need to do Clip(), no need color shading
// -------------------------------------
// Material Keywords
// - the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the SubShader level HLSLINCLUDE block
// (so no need to write any extra shader_feature in this pass)
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//--------------------------------------
// Defines
// - because Outline area should write to depth also, define "ToonShaderIsOutline" to inject outline related code into VertexShaderWork()
#define ToonShaderIsOutline
// -------------------------------------
// Includes
// - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
// URP can generate a normal texture _CameraNormalsTexture + _CameraDepthTexture together when requested,
// if requested by a renderer feature(e.g. request by URP's SSAO).
Pass
{
Name "DepthNormalsOnly"
Tags
{
"LightMode" = "DepthNormalsOnly"
}
// -------------------------------------
// Render State Commands
// - more explicit render state to avoid confusion
ZWrite On // the only goal of this pass is to write depth!
ZTest LEqual // early exit at Early-Z stage if possible
ColorMask RGBA // we want to draw normal as rgb color!
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex VertexShaderWork
#pragma fragment DepthNormalsFragment // we only need to do Clip() + normal as rgb color shading
// -------------------------------------
// Material Keywords
// - the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the SubShader level HLSLINCLUDE block
// (so no need to write any extra shader_feature in this pass)
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//--------------------------------------
// Defines
// -------------------------------------
// Includes
// - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
ENDHLSL
}
// (X) No "Meta" pass
// (X) No "Universal2D" pass
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
// Custom editor is possible! We recommend checking out LWGUI(https://github.com/JasonMa0012/LWGUI)
//CustomEditor "LWGUI.LWGUI"
}

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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
// This file is intented for you to edit and experiment with different lighting equation.
// Add or edit whatever code you want here
// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up),
// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
#pragma once
half3 ShadeGI(ToonSurfaceData surfaceData, ToonLightingData lightingData)
{
// hide 3D feeling by ignoring all detail SH (leaving only the constant SH term)
// we just want some average envi indirect color only
half3 averageSH = SampleSH(0);
// can prevent result becomes completely black if lightprobe was not baked
averageSH = max(_IndirectLightMinColor,averageSH);
// occlusion (maximum 50% darken for indirect to prevent result becomes completely black)
half indirectOcclusion = lerp(1, surfaceData.occlusion, 0.5);
return averageSH * indirectOcclusion;
}
// Most important part: lighting equation, edit it according to your needs, write whatever you want here, be creative!
// This function will be used by all direct lights (directional/point/spot)
half3 ShadeSingleLight(ToonSurfaceData surfaceData, ToonLightingData lightingData, Light light, bool isAdditionalLight)
{
half3 N = lightingData.normalWS;
half3 L = light.direction;
half NoL = dot(N,L);
half lightAttenuation = 1;
// light's distance & angle fade for point light & spot light (see GetAdditionalPerObjectLight(...) in Lighting.hlsl)
// Lighting.hlsl -> https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
half distanceAttenuation = min(4,light.distanceAttenuation); //clamp to prevent light over bright if point/spot light too close to vertex
// N dot L
// simplest 1 line cel shade, you can always replace this line by your own method!
half litOrShadowArea = smoothstep(_CelShadeMidPoint-_CelShadeSoftness,_CelShadeMidPoint+_CelShadeSoftness, NoL);
// occlusion
litOrShadowArea *= surfaceData.occlusion;
// face ignore celshade since it is usually very ugly using NoL method
litOrShadowArea = _IsFace? lerp(0.5,1,litOrShadowArea) : litOrShadowArea;
// light's shadow map
litOrShadowArea *= lerp(1,light.shadowAttenuation,_ReceiveShadowMappingAmount);
half3 litOrShadowColor = lerp(_ShadowMapColor,1, litOrShadowArea);
half3 lightAttenuationRGB = litOrShadowColor * distanceAttenuation;
// saturate() light.color to prevent over bright
// additional light reduce intensity since it is additive
return saturate(light.color) * lightAttenuationRGB * (isAdditionalLight ? 0.25 : 1);
}
half3 ShadeEmission(ToonSurfaceData surfaceData, ToonLightingData lightingData)
{
half3 emissionResult = lerp(surfaceData.emission, surfaceData.emission * surfaceData.albedo, _EmissionMulByBaseColor); // optional mul albedo
return emissionResult;
}
half3 CompositeAllLightResults(half3 indirectResult, half3 mainLightResult, half3 additionalLightSumResult, half3 emissionResult, ToonSurfaceData surfaceData, ToonLightingData lightingData)
{
// [remember you can write anything here, this is just a simple tutorial method]
// here we prevent light over bright,
// while still want to preserve light color's hue
half3 rawLightSum = max(indirectResult, mainLightResult + additionalLightSumResult); // pick the highest between indirect and direct light
return surfaceData.albedo * rawLightSum + emissionResult;
}

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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up),
// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
#pragma once
// We don't have "UnityCG.cginc" in SRP/URP's package anymore, so:
// Including the following two hlsl files is enough for shading with Universal Pipeline. Everything is included in them.
// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
// It also includes matrix/space conversion functions and fog.
// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
// Required by all Universal Render Pipeline shaders.
// It will include Unity built-in shader variables (except the lighting variables)
// (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
// It will also include many utilitary functions.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// Include this if you are doing a lit shader. This includes lighting shader variables,
// lighting and shadow functions
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
// Material shader variables are not defined in SRP or URP shader library.
// This means _BaseColor, _BaseMap, _BaseMap_ST, and all variables in the Properties section of a shader
// must be defined by the shader itself. If you define all those properties in CBUFFER named
// UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost
// of each drawcall.
// In this case, although URP's LitInput.hlsl contains the CBUFFER for the material
// properties defined above. As one can see this is not part of the ShaderLibrary, it specific to the
// URP Lit shader.
// So we are not going to use LitInput.hlsl, we will implement everything by ourself.
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
// we will include some utility .hlsl files to help us
#include "NiloOutlineUtil.hlsl"
#include "NiloZOffset.hlsl"
#include "NiloInvLerpRemap.hlsl"
// note:
// subfix OS means object spaces (e.g. positionOS = position object space)
// subfix WS means world space (e.g. positionWS = position world space)
// subfix VS means view space (e.g. positionVS = position view space)
// subfix CS means clip space (e.g. positionCS = position clip space)
// all pass will share this Attributes struct (define data needed from Unity app to our vertex shader)
struct Attributes
{
float3 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
// to support GPU instancing and Single Pass Stereo rendering(VR), add the following section
UNITY_VERTEX_INPUT_INSTANCE_ID // For non PSSL, equals to -> uint instanceID : SV_InstanceID;
};
// all pass will share this Varyings struct (define data needed from our vertex shader to our fragment shader)
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionWSAndFogFactor : TEXCOORD1; // xyz: positionWS, w: vertex fog factor
half3 normalWS : TEXCOORD2;
float4 positionCS : SV_POSITION;
// to support GPU instancing and Single Pass Stereo rendering(VR), add the following section
UNITY_VERTEX_INPUT_INSTANCE_ID // For non PSSL, equals to -> uint instanceID : SV_InstanceID;
UNITY_VERTEX_OUTPUT_STEREO // For non OpenGL and non PSSL, equals to -> uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; (when UNITY_STEREO_INSTANCING_ENABLED)
};
///////////////////////////////////////////////////////////////////////////////////////
// CBUFFER and Uniforms
// (you should put all uniforms of all passes inside this single UnityPerMaterial CBUFFER! else SRP batching is not possible!)
///////////////////////////////////////////////////////////////////////////////////////
// all sampler2D don't need to put inside CBUFFER
sampler2D _BaseMap;
//sampler2D _MouthTex;
TEXTURE2D(_MouthTex);
SAMPLER(sampler_MouthTex);
TEXTURE2D(_FaceTex);
SAMPLER(sampler_FaceTex);
sampler2D _EmissionMap;
sampler2D _OcclusionMap;
sampler2D _OutlineZOffsetMaskTex;
// put all your uniforms(usually things inside .shader file's properties{}) inside this CBUFFER, in order to make SRP batcher compatible
// see -> https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering/
CBUFFER_START(UnityPerMaterial)
// high level settings
float _IsFace;
float _IsMouth;
float _Mouthc;
float _Mouthr;
// base color
float4 _BaseMap_ST;
half4 _BaseColor;
float4 _MouthTex_ST;
float4 _FaceTex_ST;
// alpha
half _Cutoff;
// emission
float _UseEmission;
half3 _EmissionColor;
half _EmissionMulByBaseColor;
half3 _EmissionMapChannelMask;
// occlusion
float _UseOcclusion;
half _OcclusionStrength;
half4 _OcclusionMapChannelMask;
half _OcclusionRemapStart;
half _OcclusionRemapEnd;
// lighting
half3 _IndirectLightMinColor;
half _CelShadeMidPoint;
half _CelShadeSoftness;
// shadow mapping
half _ReceiveShadowMappingAmount;
float _ReceiveShadowMappingPosOffset;
half3 _ShadowMapColor;
// outline
float _OutlineWidth;
half3 _OutlineColor;
float _OutlineZOffset;
float _OutlineZOffsetMaskRemapStart;
float _OutlineZOffsetMaskRemapEnd;
CBUFFER_END
//a special uniform for applyShadowBiasFixToHClipPos() only, it is not a per material uniform,
//so it is fine to write it outside our UnityPerMaterial CBUFFER
float3 _LightDirection;
struct ToonSurfaceData
{
half3 albedo;
half alpha;
half3 emission;
half occlusion;
};
struct ToonLightingData
{
half3 normalWS;
float3 positionWS;
half3 viewDirectionWS;
float4 shadowCoord;
};
///////////////////////////////////////////////////////////////////////////////////////
// vertex shared functions
///////////////////////////////////////////////////////////////////////////////////////
float3 TransformPositionWSToOutlinePositionWS(float3 positionWS, float positionVS_Z, float3 normalWS)
{
//you can replace it to your own method! Here we will write a simple world space method for tutorial reason, it is not the best method!
float outlineExpandAmount = _OutlineWidth * GetOutlineCameraFovAndDistanceFixMultiplier(positionVS_Z);
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(UNITY_STEREO_DOUBLE_WIDE_ENABLED)
outlineExpandAmount *= 0.5;
#endif
return positionWS + normalWS * outlineExpandAmount;
}
// if "ToonShaderIsOutline" is not defined = do regular MVP transform
// if "ToonShaderIsOutline" is defined = do regular MVP transform + push vertex out a bit according to normal direction
Varyings VertexShaderWork(Attributes input)
{
Varyings output;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// after invalid/discard vertex, do this part asap.
// to support GPU instancing and Single Pass Stereo rendering(VR), add the following section
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
UNITY_SETUP_INSTANCE_ID(input); // will turn into this in non OpenGL and non PSSL -> UnitySetupInstanceID(input.instanceID);
UNITY_TRANSFER_INSTANCE_ID(input, output); // will turn into this in non OpenGL and non PSSL -> output.instanceID = input.instanceID;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // will turn into this in non OpenGL and non PSSL -> output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex;
// VertexPositionInputs contains position in multiple spaces (world, view, homogeneous clip space, ndc)
// Unity compiler will strip all unused references (say you don't use view space).
// Therefore there is more flexibility at no additional cost with this struct.
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS);
// Similar to VertexPositionInputs, VertexNormalInputs will contain normal, tangent and bitangent
// in world space. If not used it will be stripped.
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
float3 positionWS = vertexInput.positionWS;
#ifdef ToonShaderIsOutline
positionWS = TransformPositionWSToOutlinePositionWS(vertexInput.positionWS, vertexInput.positionVS.z, vertexNormalInput.normalWS);
#endif
// Computes fog factor per-vertex.
float fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
// TRANSFORM_TEX is the same as the old shader library.
output.uv = TRANSFORM_TEX(input.uv,_BaseMap);
// packing positionWS(xyz) & fog(w) into a vector4
output.positionWSAndFogFactor = float4(positionWS, fogFactor);
output.normalWS = vertexNormalInput.normalWS; //normlaized already by GetVertexNormalInputs(...)
output.positionCS = TransformWorldToHClip(positionWS);
#ifdef ToonShaderIsOutline
// [Read ZOffset mask texture]
// we can't use tex2D() in vertex shader because ddx & ddy is unknown before rasterization,
// so use tex2Dlod() with an explict mip level 0, put explict mip level 0 inside the 4th component of param uv)
float outlineZOffsetMaskTexExplictMipLevel = 0;
float outlineZOffsetMask = tex2Dlod(_OutlineZOffsetMaskTex, float4(input.uv,0,outlineZOffsetMaskTexExplictMipLevel)).r; //we assume it is a Black/White texture
// [Remap ZOffset texture value]
// flip texture read value so default black area = apply ZOffset, because usually outline mask texture are using this format(black = hide outline)
outlineZOffsetMask = 1-outlineZOffsetMask;
outlineZOffsetMask = invLerpClamp(_OutlineZOffsetMaskRemapStart,_OutlineZOffsetMaskRemapEnd,outlineZOffsetMask);// allow user to flip value or remap
// [Apply ZOffset, Use remapped value as ZOffset mask]
output.positionCS = NiloGetNewClipPosWithZOffset(output.positionCS, _OutlineZOffset * outlineZOffsetMask + 0.03 * _IsFace);
#endif
// ShadowCaster pass needs special process to positionCS, else shadow artifact will appear
//--------------------------------------------------------------------------------------
#ifdef ToonShaderApplyShadowBiasFix
// see GetShadowPositionHClip() in URP/Shaders/ShadowCasterPass.hlsl
// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, output.normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
output.positionCS = positionCS;
#endif
//--------------------------------------------------------------------------------------
return output;
}
///////////////////////////////////////////////////////////////////////////////////////
// fragment shared functions (Step1: prepare data structs for lighting calculation)
///////////////////////////////////////////////////////////////////////////////////////
half4 GetFinalBaseColor(Varyings input)
{
return tex2D(_BaseMap, input.uv) * _BaseColor;
}
half3 GetFinalEmissionColor(Varyings input)
{
half3 result = 0;
if(_UseEmission)
{
result = tex2D(_EmissionMap, input.uv).rgb * _EmissionMapChannelMask * _EmissionColor.rgb;
}
return result;
}
half GetFinalOcculsion(Varyings input)
{
half result = 1;
if(_UseOcclusion)
{
half4 texValue = tex2D(_OcclusionMap, input.uv);
half occlusionValue = dot(texValue, _OcclusionMapChannelMask);
occlusionValue = lerp(1, occlusionValue, _OcclusionStrength);
occlusionValue = invLerpClamp(_OcclusionRemapStart, _OcclusionRemapEnd, occlusionValue);
result = occlusionValue;
}
return result;
}
void DoClipTestToTargetAlphaValue(half alpha)
{
#if _UseAlphaClipping
clip(alpha - _Cutoff);
#endif
}
ToonSurfaceData InitializeSurfaceData(Varyings input)
{
ToonSurfaceData output;
// albedo & alpha
float4 baseColorFinal = GetFinalBaseColor(input);
output.albedo = baseColorFinal.rgb;
output.alpha = baseColorFinal.a;
DoClipTestToTargetAlphaValue(output.alpha);// early exit if possible
// emission
output.emission = GetFinalEmissionColor(input);
// occlusion
output.occlusion = GetFinalOcculsion(input);
return output;
}
ToonLightingData InitializeLightingData(Varyings input)
{
ToonLightingData lightingData;
lightingData.positionWS = input.positionWSAndFogFactor.xyz;
lightingData.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - lightingData.positionWS);
lightingData.normalWS = normalize(input.normalWS); //interpolated normal is NOT unit vector, we need to normalize it
return lightingData;
}
///////////////////////////////////////////////////////////////////////////////////////
// fragment shared functions (Step2: calculate lighting & final color)
///////////////////////////////////////////////////////////////////////////////////////
// all lighting equation written inside this .hlsl,
// just by editing this .hlsl can control most of the visual result.
#include "SimpleURPToonLitOutlineExample_LightingEquation.hlsl"
// this function contains no lighting logic, it just pass lighting results data around
// the job done in this function is "do shadow mapping depth test positionWS offset"
half3 ShadeAllLights(ToonSurfaceData surfaceData, ToonLightingData lightingData)
{
// Indirect lighting
half3 indirectResult = ShadeGI(surfaceData, lightingData);
//////////////////////////////////////////////////////////////////////////////////
// Light struct is provided by URP to abstract light shader variables.
// It contains light's
// - direction
// - color
// - distanceAttenuation
// - shadowAttenuation
//
// URP take different shading approaches depending on light and platform.
// You should never reference light shader variables in your shader, instead use the
// -GetMainLight()
// -GetLight()
// funcitons to fill this Light struct.
//////////////////////////////////////////////////////////////////////////////////
//==============================================================================================
// Main light is the brightest directional light.
// It is shaded outside the light loop and it has a specific set of variables and shading path
// so we can be as fast as possible in the case when there's only a single directional light
// You can pass optionally a shadowCoord. If so, shadowAttenuation will be computed.
Light mainLight = GetMainLight();
float3 shadowTestPosWS = lightingData.positionWS + mainLight.direction * (_ReceiveShadowMappingPosOffset + _IsFace);
#ifdef _MAIN_LIGHT_SHADOWS
// compute the shadow coords in the fragment shader now due to this change
// https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/#post-5516425
// _ReceiveShadowMappingPosOffset will control the offset the shadow comparsion position,
// doing this is usually for hide ugly self shadow for shadow sensitive area like face
float4 shadowCoord = TransformWorldToShadowCoord(shadowTestPosWS);
mainLight.shadowAttenuation = MainLightRealtimeShadow(shadowCoord);
#endif
// Main light
half3 mainLightResult = ShadeSingleLight(surfaceData, lightingData, mainLight, false);
//==============================================================================================
// All additional lights
half3 additionalLightSumResult = 0;
#ifdef _ADDITIONAL_LIGHTS
// Returns the amount of lights affecting the object being renderer.
// These lights are culled per-object in the forward renderer of URP.
int additionalLightsCount = GetAdditionalLightsCount();
for (int i = 0; i < additionalLightsCount; ++i)
{
// Similar to GetMainLight(), but it takes a for-loop index. This figures out the
// per-object light index and samples the light buffer accordingly to initialized the
// Light struct. If ADDITIONAL_LIGHT_CALCULATE_SHADOWS is defined it will also compute shadows.
int perObjectLightIndex = GetPerObjectLightIndex(i);
Light light = GetAdditionalPerObjectLight(perObjectLightIndex, lightingData.positionWS); // use original positionWS for lighting
light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, shadowTestPosWS); // use offseted positionWS for shadow test
// Different function used to shade additional lights.
additionalLightSumResult += ShadeSingleLight(surfaceData, lightingData, light, true);
}
#endif
//==============================================================================================
// emission
half3 emissionResult = ShadeEmission(surfaceData, lightingData);
return CompositeAllLightResults(indirectResult, mainLightResult, additionalLightSumResult, emissionResult, surfaceData, lightingData);
}
half3 ConvertSurfaceColorToOutlineColor(half3 originalSurfaceColor)
{
return originalSurfaceColor * _OutlineColor;
}
half3 ApplyFog(half3 color, Varyings input)
{
half fogFactor = input.positionWSAndFogFactor.w;
// Mix the pixel color with fogColor. You can optionaly use MixFogColor to override the fogColor
// with a custom one.
color = MixFog(color, fogFactor);
return color;
}
// only the .shader file will call this function by
// #pragma fragment ShadeFinalColor
half4 ShadeFinalColor(Varyings input) : SV_TARGET
{
// to support GPU instancing and Single Pass Stereo rendering(VR), add the following section
//------------------------------------------------------------------------------------------------------------------------------
UNITY_SETUP_INSTANCE_ID(input); // in non OpenGL and non PSSL, MACRO will turn into -> UnitySetupInstanceID(input.instanceID);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // in non OpenGL and non PSSL, MACRO will turn into -> unity_StereoEyeIndex = input.stereoTargetEyeIndexAsRTArrayIdx;
//------------------------------------------------------------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////////////////
// first prepare all data for lighting function
//////////////////////////////////////////////////////////////////////////////////////////
// fillin ToonSurfaceData struct:
ToonSurfaceData surfaceData = InitializeSurfaceData(input);
if(_IsMouth&&input.uv.x<=0.25f&&input.uv.y<=0.25f)
{
float2 mouthCellPos = (float2(( ceil( ( _Mouthc) ) * 0.125 ) , ( ceil( ( _Mouthr ) ) * 0.125 )));
float4 mouthTexColor = SAMPLE_TEXTURE2D(_MouthTex, sampler_MouthTex, input.uv * 0.5 + mouthCellPos);
float4 faceTexColor = SAMPLE_TEXTURE2D(_FaceTex, sampler_FaceTex, input.uv);
if(mouthTexColor.a<0.1)
{
surfaceData.albedo = faceTexColor.rgb;
}
else
{
surfaceData.albedo = mouthTexColor.rgb;
}
}
// fillin ToonLightingData struct:
ToonLightingData lightingData = InitializeLightingData(input);
// apply all lighting calculation
half3 color = ShadeAllLights(surfaceData, lightingData);
#ifdef ToonShaderIsOutline
color = ConvertSurfaceColorToOutlineColor(color);
#endif
color = ApplyFog(color, input);
{
return half4(color, surfaceData.alpha);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// fragment shared functions (for ShadowCaster, DepthOnly, DepthNormalsOnly pass to use only)
//////////////////////////////////////////////////////////////////////////////////////////
// copy and edit of ShadowCasterPass.hlsl
void AlphaClipAndLODTest(Varyings input)
{
DoClipTestToTargetAlphaValue(GetFinalBaseColor(input).a);
#ifdef LOD_FADE_CROSSFADE
//LODFadeCrossFade(input.positionCS);
#endif
}
// copy and edit of DepthOnlyPass.hlsl
half DepthOnlyFragment(Varyings input) : SV_TARGET
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
AlphaClipAndLODTest(input);
return input.positionCS.z;
}
// copy and edit of LitDepthNormalsPass.hlsl
void DepthNormalsFragment(
Varyings input
, out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
AlphaClipAndLODTest(input);
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(input.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
float2 uv = input.uv;
#if defined(_PARALLAXMAP)
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
half3 viewDirTS = input.viewDirTS;
#else
half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS);
#endif
ApplyPerPixelDisplacement(viewDirTS, uv);
#endif
#if defined(_NORMALMAP) || defined(_DETAIL)
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
float3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#if defined(_DETAIL)
half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a;
float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
normalTS = ApplyDetailNormal(detailUv, normalTS, detailMask);
#endif
float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
#else
float3 normalWS = input.normalWS;
#endif
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}

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