Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Outline/Lux URP Toon Outline.shader
2024-11-20 15:21:28 +01:00

135 lines
4.5 KiB
GLSL

Shader "Lux URP/Toon Outline"
{
Properties
{
[HeaderHelpLuxURP_URL(68hb5r7b3dnz)]
[Space(5)]
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 1
[Header(Outline)]
_Color ("Color", Color) = (0,0,0,1)
_Border ("Width", Float) = 3
[Toggle(_COMPENSATESCALE)]
_CompensateScale (" Compensate Scale", Float) = 0
[Toggle(_OUTLINEINSCREENSPACE)]
_OutlineInScreenSpace (" Calculate width in Screen Space", Float) = 0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
"Queue"= "Geometry+1"
}
Pass
{
Name "StandardUnlit"
Tags{"LightMode" = "UniversalForward"}
Blend SrcAlpha OneMinusSrcAlpha
Cull[_Cull]
ZTest [_ZTest]
// Make sure we do not get overwritten
ZWrite On
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 shader_feature_local _COMPENSATESCALE
#pragma shader_feature_local _OUTLINEINSCREENSPACE
// -------------------------------------
// Lightweight Pipeline keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Lighting include is needed because of GI
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half _Border;
CBUFFER_END
struct VertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 position : POSITION;
half fogCoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (VertexInput v)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Extrude
#if !defined(_OUTLINEINSCREENSPACE)
#if defined(_COMPENSATESCALE)
float3 scale;
scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x));
scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y));
scale.z = length(float3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z));
#endif
v.vertex.xyz += v.normal * 0.001 * _Border
#if defined(_COMPENSATESCALE)
/ scale
#endif
;
#endif
o.position = TransformObjectToHClip(v.vertex.xyz);
o.fogCoord = ComputeFogFactor(o.position.z);
// Extrude
#if defined(_OUTLINEINSCREENSPACE)
if (_Border > 0.0h) {
float3 normal = mul(UNITY_MATRIX_MVP, float4(v.normal, 0)).xyz; // to clip space
float2 offset = normalize(normal.xy);
float2 ndc = _ScreenParams.xy * 0.5;
o.position.xy += ((offset * _Border) / ndc * o.position.w);
}
#endif
return o;
}
half4 frag (VertexOutput input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
_Color.rgb = MixFog(_Color.rgb, input.fogCoord);
return half4(_Color);
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}