147 lines
3.7 KiB
Plaintext
147 lines
3.7 KiB
Plaintext
Shader "Outlined/URP/Diffuse"
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{
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Properties
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{
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_BaseColor ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline Width", Range(0,1)) = 0.1
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_BaseMap ("Base Map", 2D) = "white" {}
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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"="UniversalRenderPipeline"
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"RenderType"="Opaque"
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"Queue"="Geometry"
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}
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// ----------------------
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// OUTLINE PASS
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// ----------------------
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Pass
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{
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Name "Outline"
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Cull Front
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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};
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CBUFFER_START(UnityPerMaterial)
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float _Outline;
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float4 _OutlineColor;
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CBUFFER_END
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Varyings vert (Attributes IN)
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{
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Varyings OUT;
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float3 pos = IN.positionOS.xyz * (1 + _Outline);
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float3 positionWS = TransformObjectToWorld(pos);
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OUT.positionHCS = TransformWorldToHClip(positionWS);
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return OUT;
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}
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half4 frag (Varyings IN) : SV_Target
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{
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return _OutlineColor;
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}
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ENDHLSL
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}
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// ----------------------
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// MAIN LIT PASS
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// ----------------------
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode"="UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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CBUFFER_END
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Varyings vert (Attributes IN)
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{
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Varyings OUT;
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OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
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OUT.uv = IN.uv;
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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return OUT;
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}
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half4 frag (Varyings IN) : SV_Target
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{
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float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
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float3 albedo = tex.rgb * _BaseColor.rgb;
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float3 normal = normalize(IN.normalWS);
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Light mainLight = GetMainLight();
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float NdotL = saturate(dot(normal, mainLight.direction));
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float3 color = albedo * mainLight.color * NdotL;
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return float4(color, tex.a);
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}
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ENDHLSL
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}
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}
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} |