196 lines
6.9 KiB
GLSL
196 lines
6.9 KiB
GLSL
// Shader uses custom editor to set double sided GI
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// Needs _Culling to be set properly
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Shader "Lux URP/Fast Outline AlphaTested"
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{
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Properties
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{
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[HeaderHelpLuxURP_URL(uj834ddvqvmq)]
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[Header(Surface Options)]
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[Space(5)]
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[Enum(UnityEngine.Rendering.CompareFunction)]
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_ZTest ("ZTest", Int) = 4
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[Enum(UnityEngine.Rendering.CullMode)]
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_Cull ("Culling", Float) = 2
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[Enum(Off,0,On,1)]
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_Coverage ("Alpha To Coverage", Float) = 0
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[Space(5)]
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[IntRange] _StencilRef ("Stencil Reference", Range (0, 255)) = 0
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[IntRange] _ReadMask (" Read Mask", Range (0, 255)) = 255
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[Enum(UnityEngine.Rendering.CompareFunction)]
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_StencilCompare ("Stencil Comparison", Int) = 6
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[Header(Outline)]
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[Space(5)]
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_OutlineColor ("Color", Color) = (1,1,1,1)
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_Border ("Width", Float) = 3
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[Space(5)]
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[Toggle(_APPLYFOG)]
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_ApplyFog ("Enable Fog", Float) = 0.0
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[Header(Surface Inputs)]
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[Space(5)]
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[MainColor]
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_BaseColor ("Color", Color) = (1,1,1,1)
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[MainTexture]
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_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
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_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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// Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
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[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
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[HideInInspector] _Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType" = "Opaque"
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"Queue" = "Transparent+59" // +59 smalltest to get drawn on top of transparents
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}
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LOD 100
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Pass
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{
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Name "StandardUnlit"
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Tags{"LightMode" = "UniversalForward"}
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Stencil {
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Ref [_StencilRef]
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ReadMask [_ReadMask]
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Comp [_StencilCompare]
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Pass Keep
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}
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ZWrite On
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ZTest [_ZTest]
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Cull [_Cull]
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AlphaToMask [_Coverage]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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// Shader target needs to be 3.0 due to tex2Dlod in the vertex shader and VFACE
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#define _ALPHATEST_ON
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#pragma shader_feature_local _APPLYFOG
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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// Include base inputs and all other needed "base" includes
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#include "Includes/Lux URP Fast Outlines AlphaTested Inputs.hlsl"
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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//--------------------------------------
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// Vertex shader
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VertexOutputSimple LitPassVertex(VertexInputSimple input)
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{
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VertexOutputSimple output = (VertexOutputSimple)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput;
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vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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#if defined(_APPLYFOG)
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output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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//--------------------------------------
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// Fragment shader and functions
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inline void InitializeSurfaceData(
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float2 uv,
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out SurfaceDescriptionSimple outSurfaceData)
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{
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half innerAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
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// Outline
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float2 offset = float2(1,1);
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float2 shift = fwidth(uv) * _Border * 0.5f;
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float2 sampleCoord = uv + shufflefast(offset, shift);
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half shuffleAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
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offset = float2(-1,1);
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sampleCoord = uv + shufflefast(offset, shift);
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shuffleAlpha += SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
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offset = float2(1,-1);
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sampleCoord = uv + shufflefast(offset, shift);
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shuffleAlpha += SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
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offset = float2(-1,-1);
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sampleCoord = uv + shufflefast(offset, shift);
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shuffleAlpha += SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, sampleCoord).a;
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// Mask inner parts - which is not really needed when using the stencil buffer. Let's do it anyway, just in case.
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shuffleAlpha = lerp(shuffleAlpha, 0, step(_Cutoff, innerAlpha) );
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// Apply clip
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outSurfaceData.alpha = Alpha(shuffleAlpha, 1, _Cutoff);
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}
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void InitializeInputData(VertexOutputSimple input, out InputData inputData)
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{
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inputData = (InputData)0;
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#if defined(_APPLYFOG)
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inputData.fogCoord = input.fogFactor;
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#endif
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}
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half4 LitPassFragment(VertexOutputSimple input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Get the surface description
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SurfaceDescriptionSimple surfaceData;
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InitializeSurfaceData(input.uv, surfaceData);
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// Prepare surface data (like bring normal into world space and get missing inputs like gi). Super simple here.
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InputData inputData;
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InitializeInputData(input, inputData);
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// Apply color – as we do not have any lighting.
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half4 color = half4(_OutlineColor.rgb, surfaceData.alpha);
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// Add fog
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#if defined(_APPLYFOG)
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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#endif
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return color;
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}
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ENDHLSL
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}
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// End Passes -----------------------------------------------------
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}
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FallBack "Hidden/InternalErrorShader"
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} |