diff --git a/Assets/Materials/3DGameRenderTex.mat b/Assets/Materials/3DGameRenderTex.mat
index 61ddd6eb..78c4bc5a 100644
--- a/Assets/Materials/3DGameRenderTex.mat
+++ b/Assets/Materials/3DGameRenderTex.mat
@@ -8,14 +8,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 3DGameRenderTex
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
+ m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE b/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE
deleted file mode 100644
index 940c93a6..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE
+++ /dev/null
@@ -1,21 +0,0 @@
-MIT License
-
-Copyright (c) 2020 ColinLeung-NiloCat
-
-Permission is hereby granted, free of charge, to any person obtaining a copy
-of this software and associated documentation files (the "Software"), to deal
-in the Software without restriction, including without limitation the rights
-to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the Software is
-furnished to do so, subject to the following conditions:
-
-The above copyright notice and this permission notice shall be included in all
-copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE.meta b/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE.meta
deleted file mode 100644
index bf6c2c3a..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 24bdb79b54fa78c43a5e641e562260e7
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl
deleted file mode 100644
index f9d92130..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl
+++ /dev/null
@@ -1,22 +0,0 @@
-// 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
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl
deleted file mode 100644
index 11d33307..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-// 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
-
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl
deleted file mode 100644
index 96128cf9..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl
+++ /dev/null
@@ -1,38 +0,0 @@
-// 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
-
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md b/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md
deleted file mode 100644
index ee7c3170..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md
+++ /dev/null
@@ -1,524 +0,0 @@
-# Unity URP Simplified Toon Lit Shader Example (for you to learn writing custom lit shader in URP)
-
-This repository is NOT the full version shader.
-Currently, this repository is just a very simple and short shader example, only for tutorial purposes, it is under MIT license so you can do whatever you want with the code.
-If you want to keep the current tutorial shader, please fork it or download a copy now since it may be removed in the future.
------------------------------------------
-shader ON
-![screenshot](https://i.imgur.com/fSpM9zM.jpg)
-shader OFF
-![screenshot](https://i.imgur.com/91vkMJk.jpg)
-shader ON
-![screenshot](https://i.imgur.com/N7J2A28.jpg)
-shader OFF
-![screenshot](https://i.imgur.com/9tiHehF.jpg)
-shader ON
-![screenshot](https://i.imgur.com/vXcIGQ0.jpg)
-shader OFF
-![screenshot](https://i.imgur.com/tx643sR.jpg)
-![screenshot](https://i.imgur.com/UcJZzbo.jpg)
-![screenshot](https://i.imgur.com/zFk6dHl.jpg)
-![screenshot](https://i.imgur.com/kPiktkr.jpg)
-
-We are now developing a "easy-to-use + high-performance + cross-platform(include mobile)" Closed source toon shader package - NiloToonURP,
-to meet the toon shading needs of most URP's user.
-
-NiloToonURP is tested and working correctly on
-- Unity 2019.4LTS(URP 7.4.1 or above)
-- Unity 2020.3LTS(URP 10.4.0 or above)
-- Unity 2021.1.18f1(URP 11.0.0)
-
-# Download NiloToonURP PC .exe demo (2020.3LTS build):
-- https://drive.google.com/file/d/1MubGDhlDRKKxR9xyl7fcLyECyBJdsqrI/view?usp=sharing
-
-# Download NiloToonURP Android .apk demo (2020.3LTS build):
-- https://drive.google.com/file/d/13DdRKXZpugnK-rTeXTDcAHWLeiLzbKH_/view?usp=sharing
-
-# NiloToonURP's demo runtime video:
-- https://youtu.be/q7VloWbkSaA
-- https://youtu.be/hBNs-7tyrU4
-- https://youtu.be/NI-n-cmTJHM
-- https://youtu.be/k1RMw_OogyM
-- https://youtu.be/dq4g0K1jbGM
-- https://youtu.be/nZhxKYcgFaY
-- https://youtu.be/A9MJ73C0f-M
-- https://youtu.be/Pkj6tpPThvg
-- https://youtu.be/SCOA3rmGz_A
-- https://youtu.be/cAeEKdYN7-Q
-
-# How to get NiloToonURP full source code?
-If you or your company/organization/team needs:
-- latest full source code (with all detail comments and notes, NOT Obfuscated code, NOT .dll)
-- latest user document
-- perpetual royalty-free commercial license
-- every future update
-- (optional) we set up your character models's rendering in the best way possible for you, using NiloToonURP
-- (optional) tech support
-- (optional) your project-specific customization and support
-
-of NiloToonURP for your URP project, please send the following info to nilotoon@gmail.com
-- name (your personal name or your company/organization/team's name)
-- a google account email for gaining permission to download all NiloToonURP files in google drive
-- any public website that shows your/your company/organization/team's work or public media
-
-# NiloToonURP user's creations (public media, not NDA contents)
-(we only provided NiloToonURP's download permission + tech support, we didn't work on these creations directly)
-
-### Nijisanji & bilibili - VirtuaReal (https://www.nijisanji.jp/members?filter=VirtuaReal):
-![screenshot](https://i.imgur.com/GPi2ahM.jpg)
-![screenshot](https://i.imgur.com/k0etAYv.jpg)
-![screenshot](https://i.imgur.com/oGXzquC.jpg)
-![screenshot](https://i.imgur.com/vwwjgVI.jpg)
-- https://www.bilibili.com/video/BV1G3411q7un?share_source=copy_web
-- https://www.bilibili.com/video/BV1QL411b78T?share_source=copy_web
-
-![screenshot](https://i.imgur.com/e65IfZH.jpg)
-![screenshot](https://i.imgur.com/xIBhYck.jpg)
-![screenshot](https://i.imgur.com/jbxWnli.jpg)
-![screenshot](https://i.imgur.com/DypAxQR.jpg)
-![screenshot](https://i.imgur.com/cERhwTq.jpg)
-![screenshot](https://i.imgur.com/tB0hJuv.jpg)
-- https://www.bilibili.com/video/BV1Sg411V7HU?share_source=copy_web
-- https://www.bilibili.com/video/BV1X64y1a7go?share_source=copy_web
-
-![screenshot](https://i.imgur.com/vJGTDR8.jpg)
-![screenshot](https://i.imgur.com/lyrUH3X.jpg)
-- https://www.bilibili.com/video/BV18f4y1P7Vr?share_source=copy_web
-
-![screenshot](https://i.imgur.com/kPShSKQ.jpg)
-![screenshot](https://i.imgur.com/Ma8oU7M.jpg)
-![screenshot](https://i.imgur.com/Pvtxr0h.jpg)
-- https://www.bilibili.com/video/BV12h411W7Sm?share_source=copy_web
-- https://www.bilibili.com/video/BV1764y1Y7MD?p=2&share_source=copy_web
-
-![screenshot](https://i.imgur.com/stWRga3.jpg)
-![screenshot](https://i.imgur.com/qEiRTR9.jpg)
-![screenshot](https://i.imgur.com/mEB7MuT.jpg)
-- https://www.bilibili.com/video/BV12h411W7ff?share_source=copy_web
-
-![screenshot](https://i.imgur.com/GSGmNEs.jpg)
-- https://www.bilibili.com/video/BV1nQ4y1a7ht?share_source=copy_web
-
-![screenshot](https://i.imgur.com/PGSN8ed.jpg)
-- https://www.bilibili.com/video/BV1Cg411V7qm?share_source=copy_web
-
-- https://www.bilibili.com/video/BV1ef4y1H7h9?share_source=copy_web
-- https://www.bilibili.com/video/BV1Jh411W7RQ?share_source=copy_web
-- https://www.bilibili.com/video/BV1q3411B74t?share_source=copy_web
-
-### VirtuaReal Star成员 - hanser (https://space.bilibili.com/11073)
-![screenshot](https://i.imgur.com/nfVckVo.jpg)
-![screenshot](https://i.imgur.com/Ij7zvhz.jpg)
-![screenshot](https://i.imgur.com/ooybJus.jpg)
-![screenshot](https://i.imgur.com/LtziYj5.jpg)
-- https://www.bilibili.com/video/BV1CR4y1j7bY?share_source=copy_web
-
-![screenshot](https://i.imgur.com/vPlJSKP.jpg)
-![screenshot](https://i.imgur.com/aCJQOt7.jpg)
-- https://www.bilibili.com/video/BV1pF411v7gu
-
-(4K画质)hanser个人演唱会《海上油菜花》
-![screenshot](https://i.imgur.com/xJ78uRL.jpg)
-- https://www.bilibili.com/video/BV1Bq4y1r7bn (part of the rendering is NiloToonURP)
-
-![screenshot](https://i.imgur.com/l2HZGeE.jpg)
-- https://www.bilibili.com/video/BV1pp4y1s7Up
-
-### 【崩坏学园2】「启晨之星」菲米莉丝印象曲 (https://space.bilibili.com/133934):
-![screenshot](https://i.imgur.com/u8igVrL.jpg)
-![screenshot](https://i.imgur.com/cM07F1y.jpg)
-![screenshot](https://i.imgur.com/a1z5kJL.jpg)
-![screenshot](https://i.imgur.com/ABCUJ9R.jpg)
-![screenshot](https://i.imgur.com/Z5AI8oh.jpg)
-![screenshot](https://i.imgur.com/AdvMZa8.jpg)
-- https://www.bilibili.com/video/BV1Z64y1b7BW?share_source=copy_web
-- https://www.bilibili.com/video/BV1kU4y1c7AG?share_source=copy_web
-
-### Kanauru (https://www.youtube.com/user/kanauru):
-![screenshot](https://i.imgur.com/vH3X61I.jpg)
-![screenshot](https://i.imgur.com/pXcQT0g.jpg)
-![screenshot](https://i.imgur.com/b6Elupz.jpg)
-![screenshot](https://i.imgur.com/6yR1Y0l.jpg)
-- https://youtu.be/2CTSe6Q5-xI (shader of "Kureiji Ollie model + environment + postprocess")
-
-![screenshot](https://i.imgur.com/BIjpGAp.jpg)
-![screenshot](https://i.imgur.com/9KcIdQD.jpg)
-![screenshot](https://i.imgur.com/vSvp02D.jpg)
-![screenshot](https://i.imgur.com/lmQWiMp.jpg)
-![screenshot](https://i.imgur.com/d0JkDTk.jpg)
-- https://youtu.be/m_LT957vLeY (shader of "characters + environment + postprocess")
-
-# Other NiloToonURP's images (gallery)
-![screenshot](https://i.imgur.com/AieVmMb.jpg)
-![screenshot](https://i.imgur.com/jHrb3Gb.jpg)
-
-![screenshot](https://i.imgur.com/BcyWUKz.jpg)
-![screenshot](https://i.imgur.com/Pj7sETw.jpg)
-![screenshot](https://i.imgur.com/G9Eo2eb.jpg)
-![screenshot](https://i.imgur.com/HUX3Em4.jpg)
-![screenshot](https://i.imgur.com/vQQsD7j.jpg)
-![screenshot](https://i.imgur.com/HgpZRAM.png)
-![screenshot](https://i.imgur.com/YuYkbG7.png)
-![screenshot](https://i.imgur.com/T0QBUFP.png)
-![screenshot](https://i.imgur.com/LDa6JC9.png)
-![screenshot](https://i.imgur.com/3EoqpF0.png)
-![screenshot](https://i.imgur.com/mwZb9xZ.png)
-![screenshot](https://i.imgur.com/O7eMz5Q.png)
-![screenshot](https://i.imgur.com/bUn3f0q.png)
-![screenshot](https://i.imgur.com/WH7aW4J.png)
-![screenshot](https://i.imgur.com/NP2LMr6.png)
-![screenshot](https://i.imgur.com/Uv4seOB.png)
-![screenshot](https://i.imgur.com/MCqHtlQ.png)
-![screenshot](https://i.imgur.com/yu37Jr0.png)
-![screenshot](https://i.imgur.com/1CZ2XJa.png)
-![screenshot](https://i.imgur.com/Hxc7U5M.png)
-![screenshot](https://i.imgur.com/pbBcur0.png)
-![screenshot](https://i.imgur.com/WjT1sZp.png)
-![screenshot](https://i.imgur.com/BMyOEl9.png)
-![screenshot](https://i.imgur.com/JF4iDhM.png)
-![screenshot](https://i.imgur.com/Rtft0od.png)
-![screenshot](https://i.imgur.com/EMRp14N.png)
-![screenshot](https://i.imgur.com/sN5n9bc.png)
-![screenshot](https://i.imgur.com/qlNMncE.png)
-![screenshot](https://i.imgur.com/HuOMLYn.png)
-![screenshot](https://i.imgur.com/xptIKZy.png)
-![screenshot](https://i.imgur.com/f8EEr3o.png)
-![screenshot](https://i.imgur.com/5F5x82u.png)
-![screenshot](https://i.imgur.com/azlQ8KO.png)
-![screenshot](https://i.imgur.com/LUwoSiY.png)
-![screenshot](https://i.imgur.com/rGBAu13.png)
-![screenshot](https://i.imgur.com/GTfwbV0.png)
-![screenshot](https://i.imgur.com/nFPy1KS.png)
-![screenshot](https://i.imgur.com/sBpX10Y.png)
-![screenshot](https://i.imgur.com/EyiMbKP.png)
-![screenshot](https://i.imgur.com/McKrRYW.png)
-![screenshot](https://i.imgur.com/4WWkujV.png)
-![screenshot](https://i.imgur.com/DaRpLLX.png)
-![screenshot](https://i.imgur.com/N02piW3.jpg)
-![screenshot](https://i.imgur.com/AYxixBx.jpg)
-![screenshot](https://i.imgur.com/iWPa7aN.jpg)
-
--------------------
-
-
-SHADER ON
-![screenshot](https://i.imgur.com/utXF8Qq.png)
-![screenshot](https://i.imgur.com/oEsHSMM.png)
-BEFORE
-![screenshot](https://i.imgur.com/K6mZCcH.png)
-AFTER:
-![screenshot](https://i.imgur.com/hjEeAoM.png)
-see it in motion-> https://youtu.be/D9ocVzGJfI8
-
----
-3D enviroment model TEST
-![screenshot](https://i.imgur.com/AOAxQJ8.png)
-![screenshot](https://i.imgur.com/WlOQtCf.png)
-see it in motion-> https://youtu.be/GcW0pNo-zus
----
-湊 あくあ(みなと あくあ,Minato Aqua) model TEST
-![screenshot](https://i.imgur.com/iDDFjoO.png)
-![screenshot](https://i.imgur.com/4aFqOND.png)
-![screenshot](https://i.imgur.com/7KjUwrI.png)
-see it in motion-> https://youtu.be/7zICgzdxuGg
----
-see it in motion-> https://youtu.be/X3XoYMTleJ0
----
-Auto Phong tessellation
-
-(shader off, no tessellation)
-![screenshot](https://i.imgur.com/yAUdcmK.png)
-(shader on, no tessellation)
-![screenshot](https://i.imgur.com/pncbBUq.png)
-(shader on, enable tessellation! Phong tessellation can make your model smooth without changing your .fbx)
-![screenshot](https://i.imgur.com/nGCmiEj.png)
-see it in motion-> https://youtu.be/D-MxyBa0nJE
----
-
-Kawaii model TEST (@ganbaru_sisters)
-![screenshot](https://i.imgur.com/7CAw71u.png)
-![screenshot](https://i.imgur.com/42CUENh.png)
-
-Upgraded to Unity2020.2 (URP 10.2.1)
-SHADER ON
-![screenshot](https://i.imgur.com/6chTRCl.png)
-SHADER OFF
-![screenshot](https://i.imgur.com/Vu2M5zB.png)
-HD
-![screenshot](https://i.imgur.com/KXYYfaN.png)
-
-shader ON
-![screenshot](https://i.imgur.com/VLZKP5h.png)
-shader OFF
-![screenshot](https://i.imgur.com/lTm0zvH.png)
-
----
-
-BEFORE
-![screenshot](https://i.imgur.com/JImt9l4.png)
-AFTER
-![screenshot](https://i.imgur.com/0oc1hFK.png)
-see it in motion-> https://youtu.be/KpRkxPnHuK0
----
-BEFORE
-![screenshot](https://i.imgur.com/Ak6rFTp.png)
-AFTER
-![screenshot](https://i.imgur.com/6BTsiRF.png)
-(more shadow from trees)
-![screenshot](https://i.imgur.com/qSygREh.png)
----
-
-BEFORE
-![screenshot](https://i.imgur.com/rXEDmiy.png)
-AFTER:
-![screenshot](https://i.imgur.com/J7F3vuC.png)
-see it in motion-> https://youtu.be/hUWacEQH6js
----
-BEFORE
-
-![screenshot](https://i.imgur.com/kZFNunW.png)
-
-AFTER:
-
-![screenshot](https://i.imgur.com/mnm5uYS.png)
-
-BEFORE
-
-
-![screenshot](https://i.imgur.com/a9VUVgd.png)
-
-
-AFTER:
-
-
-![screenshot](https://i.imgur.com/VgSZMka.png)
-
-
-add 2D hair shadow & rim light
-
-
-![screenshot](https://i.imgur.com/KXdMhhv.png)
-
-
-
-
-see it in motion-> https://youtu.be/S67GlGAnvWA
----
-
----
-BEFORE
-![screenshot](https://i.imgur.com/ApJyl6p.png)
-AFTER:
-![screenshot](https://i.imgur.com/5GiKMUG.png)
-
-see it in motion-> https://youtu.be/M6FKoEiOAzU
----
--------------------
-BEFORE
-![screenshot](https://i.imgur.com/FiuK1Cj.png)
-AFTER:
-Sunny + StreetLight ON
-![screenshot](https://i.imgur.com/Lh5D9Y9.png)
-Sunny + StreetLight OFF
-![screenshot](https://i.imgur.com/NcsKQL8.png)
-Night + StreetLight ON
-![screenshot](https://i.imgur.com/AXV9Yig.png)
-Night + StreetLight OFF
-![screenshot](https://i.imgur.com/mJ1sjUm.png)
-see it in motion -> https://youtu.be/jDSnJmZrKPw
----
-BEFORE
-![screenshot](https://i.imgur.com/U5ba2lM.png)
-AFTER
-![screenshot](https://i.imgur.com/cuZUqwW.png)
----
-BEFORE
-![screenshot](https://i.imgur.com/AMDcMdG.png)
-AFTER
-![screenshot](https://i.imgur.com/GB31Nay.png)
-see it in motion -> https://youtu.be/ZfSZOHTBypc
----
-BEFORE
-![screenshot](https://i.imgur.com/UCETVsr.png)
-AFTER
-![screenshot](https://i.imgur.com/7Wjdp8W.png)
-see it in motion -> https://youtu.be/EgxiWPk-vaE
-
----
-BEFORE
-![screenshot](https://i.imgur.com/5afc5z5.png)
-AFTER
-![screenshot](https://i.imgur.com/pQ4DIqe.png)
-see it in motion -> https://youtu.be/Ty4DXLFqqDo
----
-BEFORE
-![screenshot](https://i.imgur.com/WKL3NwV.png)
-AFTER
-![screenshot](https://i.imgur.com/8e6wtVZ.png)
-see it in motion -> https://youtu.be/cebGl_MaWnI
----
-BEFORE
-![screenshot](https://i.imgur.com/KwpjGHz.png)
-AFTER
-![screenshot](https://i.imgur.com/KPxL4vR.png)
-see it in motion ->https://youtu.be/nl5z0r8a9vk
----
-![screenshot](https://i.imgur.com/KxdjhCx.png)
-![screenshot](https://i.imgur.com/6t2FMcg.png)
-![screenshot](https://i.imgur.com/CZHnfMC.png)
-see it in motion -> https://youtu.be/uVI_QOioER4
----
-Fake Skin SSS & specular
-![screenshot](https://i.imgur.com/ZoDO5TB.png)
-![screenshot](https://i.imgur.com/ICH4dFt.png)
-
-BEFORE
-![screenshot](https://i.imgur.com/dPvjIQK.png)
-AFTER
-![screenshot](https://i.imgur.com/GvxXtva.png)
-
-
-
-
-
-What is included in this "simplified version" toon lit shader repository?
--------------------
-This repository contains a very simple toon lit shader example, to help people writing their first custom toon lit shader in URP.
-
-This example shader's default result(without editing material params) = the following picture
-![screenshot](https://i.imgur.com/mbUnvsA.png)
-
-Because this example toon lit shader aims to help people learning shader writing in URP, it is an extremely simplified version of the full version one. This repository only contains ~10% of the full version shader, which only contains the most useful & easy to understand sections, to make sure everyone can understand the shader code easily.
-
-It is actually a "How to write your first custom lit shader in URP" example, instead of a good-looking toon lit shader example (lots of toon lit tricks are not included in this example shader, for tutorial reason).
-
-Why creating this "simplified version" toon lit shader?
--------------------
-Lots of my shader friends are looking for a toon lit example shader in URP (not Shader Graph), I want them to switch to URP with me (instead of still staying in built-in RP), so I decided to provide a simple enough URP toon lit shader example.
-
-How to try this simplified toon lit example shader in my URP project?
--------------------
-1. Clone all .shader & .hlsl files into your URP project.
-2. Put these files inside the same folder.
-3. Change your character's material's shader to "SimpleURPToonLitExample(With Outline)"
-4. make sure at least _BaseMap(albedo) is assigned
-5. setup DONE, you can now test your character with light probe/directional light/point light/spot light
-6. edit the material properties to see how the render result changes
-7. Most important: open these shader files, spend some time reading them, you will understand how to write custom lit shader in URP very quickly
-8. Most important: open "SimpleURPToonLitOutlineExample_LightingEquation.hlsl", edit it, experiment with your own toon lighting equation ideas, which is the key part of toon lit shader!
-
-I see the shader is working now, but the outline is broken?
--------------------
-For this tutorial shader, you can let Unity to calculate smooth normal for you, which can produce better outline,
-but doing this will make lighting slightly incorrect.
-
-1. click your character's .fbx
-2. In the model tab
-3. edit "Normals" to Calculate
-4. edit "Smoothing Angle" to 180
-
-![screenshot](https://i.imgur.com/yxDkeGP.png)
-before calculate smooth normal (printscreen of tutorial shader, not NiloToonURP)
-![screenshot](https://i.imgur.com/uTJ3gxB.png)
-after calculate smooth normal (printscreen of tutorial shader, not NiloToonURP)
-![screenshot](https://i.imgur.com/9Jnnigf.png)
-
-*NiloToonURP contains a few editor C# scripts, which can help the shader to produce correct lighting and perfect outline together.
-
-What is NOT included in this simplified example shader?
--------------------
-For simplicity reason, I removed most of the features from the NiloToonURP (deleted 90% of the original shader), else this example shader will be way too complex for reading & learning. The removed features are:
-- face anime lighting (auto-fix face ugly lighting due to vertex normal without modifying .fbx, very important)
-- smooth outline normal auto baking (fix ugly outlines without modifying .fbx once you attach a script on character, very important)
-- auto 2D hair shadow on face (very important, it is very difficult to produce good looking shadow result using shadowmap)
-- sharp const width rim light (Blue Protocol / Genshin Impact)
-- tricks to render eye/eyebrow over hair
-- hair "angel ring" reflection
-- PBR specular lighting (GGX)
-- HSV control shadow & outline color
-- 2D mouth renderer
-- almost all the extra texture input options like roughness, specular, normal map, detail map...
-- LOTS of sliders to control lighting, final color & outline
-- per character "dither fadeinout / rim light / tint / lerp..." control script
-- volume override control of global "dither fadeinout / rim light / tint / lerp..."
-- anime postprocessing
-- auto phong tessellation
-- perspective removal per character
-- ***just too much for me to write all removed feature here, the full / lite version shader is a totally different level product
-
-How to get a test character model?
--------------------
-The easiest way to get a character model is by downloading Unity-Chan in the assetstore.
-
-Also, here are some websites that can download models(If the creator allows it)
-- https://3d.nicovideo.jp/
-- https://hub.vroid.com/
-
-if you downloaded a .pmx file, use MMD4Mecanim to convert it to .fbx & prefab directly inside unity
-http://stereoarts.jp/
-
-if you downloaded a .vrm file, use UniVRM to convert it to .fbx & prefab directly inside unity
-https://github.com/vrm-c/UniVRM
-
-Editor environment requirement
------------------------
-- URP 10.3.2
-- Unity 2020.3
-
----------------------------
-Apply our shader to another model (2020-2 early version screen shots)
-https://youtu.be/uVI_QOioER4
-
-![screenshot](https://i.imgur.com/LBTNZCH.png)
-![screenshot](https://i.imgur.com/X6hAD7W.png)
-![screenshot](https://i.imgur.com/WIGyMVx.png)
-![screenshot](https://i.imgur.com/zou7PxL.png)
-![screenshot](https://i.imgur.com/WpkJyFB.png)
-![screenshot](https://i.imgur.com/3iyu3eG.png)
-
-More old screenshots from the Full version shader(not yet released):
----
-
-![screenshot](https://i.imgur.com/DDr32Mu.png)
-https://youtu.be/IP293mAmBCk
-
-![screenshot](https://i.imgur.com/kbpw4Me.png)
-![screenshot](https://i.imgur.com/jaMaTKt.png)
-![screenshot](https://i.imgur.com/D7ARBo0.png)
-
-![screenshot](https://i.imgur.com/lt45arW.png)
-![screenshot](https://i.imgur.com/RcSz8H1.png)
-
-different Background image TEST
-![screenshot](https://i.imgur.com/hev9PtZ.png)
-![screenshot](https://i.imgur.com/lRdXn3I.png)
-![screenshot](https://i.imgur.com/cx8tZox.png)
-![screenshot](https://i.imgur.com/GYPoNWT.png)
-![screenshot](https://i.imgur.com/fZw0Wzt.png)
-
-credits
-------------------------
-model's creator in shader demo image/video:
-- https://i-fox.club/pcr/
-- https://sketchfab.com/3d-models/band-of-sisters-2f1c0626d4cf4fd286c4cf5d109f7a32
-- miHoYo - Honkai Impact 3
-- Kuro Game - Punishing: Grey Raven
-- Azur Lane: Crosswave
-- Sour式鏡音リン
-- Unity-Chan
-- https://www.bilibili.com/blackboard/activity-mrfzrlha.html
-- 【オリジナル3Dモデル】Eve -イヴ- by ganbaru_sisters https://booth.pm/en/items/2557029
-- https://www.mmd.hololive.tv/
-- Japanese Street by Art Equilibrium https://assetstore.unity.com/packages/3d/environments/urban/japanese-street-170162
-- miHoYo - Genshin Impact
-- 【セール中】【オリジナル3Dモデル】ドラゴニュート・シェンナ by rokota https://rokota.booth.pm/items/2661189
-- Cygames - Uma Musume
-- Cygames/Arc System Works - Granblue Fantasy Versus
-- 魔使マオ by 百舌谷@mozuya_
-- QuQu - https://sonovr.booth.pm/
-- nero -ネロ- by KM3 Doll - https://booth.pm/en/items/3167314
-- Kanauru's credit list - https://youtu.be/2CTSe6Q5-xI
-- YOYOGIMORI (【VRC / VRM 対応3Dモデル】imiut ver3.03) - https://yoyogi-mori.booth.pm/items/2040691
-- YOYOGIMORI (【VRC / VRM 対応3Dモデル】白鳥 -Shiratori- ver3.03) - https://yoyogi-mori.booth.pm/items/2482022
-- Blue Archive Shun
-- アイドリープライド,IDOLY PRIDE
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md.meta b/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md.meta
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-TextScriptImporter:
- externalObjects: {}
- userData:
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diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader
deleted file mode 100644
index f9ab8171..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader
+++ /dev/null
@@ -1,300 +0,0 @@
-// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
-
-/*
-This shader is a simple example showing you how to write your first URP custom lit shader with "minimum" shader code.
-You can use this shader as a starting point, add/edit code to develop your own custom lit shader for URP10.3.2 or above.
-
-*Usually, just by editing "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" alone can control most of the visual result.
-
-This shader includes 5 passes:
-0.ForwardLit pass (this pass will always render to the color buffer _CameraColorTexture)
-1.Outline pass (this pass will always render to the color buffer _CameraColorTexture)
-2.ShadowCaster pass (only for URP's shadow mapping, this pass won't render at all if your character don't cast shadow)
-3.DepthOnly pass (only for URP's depth texture _CameraDepthTexture's rendering, this pass won't render at all if your project don't render URP's offscreen depth prepass)
-4.DepthNormals pass (only for URP's normal texture _CameraNormalsTexture's rendering)
-
-*Because most of the time, you use this toon lit shader for unique characters, so all lightmap & GPU instancing related code are removed for simplicity.
-*For batching, we only rely on SRP batcher, which is the most practical batching method in URP for rendering lots of unique skinnedmesh characters
-
-*In this shader, we choose static uniform branching over "shader_feature & multi_compile" for some of the togglable feature like "_UseEmission","_UseOcclusion"...,
-because:
- - we want to avoid this shader's build time takes too long (2^n)
- - we want to avoid rendering spike when a new shader variant was seen by the camera first time (create GPU program)
- - we want to avoid increasing ShaderVarientCollection's complexity
- - we want to avoid shader size becomes too large easily (2^n)
- - we want to avoid breaking SRP batcher's batching because SRP batcher is per shader variant batching, not per shader
- - all modern GPU(include newer mobile devices) can handle static uniform branching with "almost" no performance cost
-*/
-Shader "SimpleURPToonLitExample(With Outline)"
-{
- Properties
- {
- [Header(High Level Setting)]
- [ToggleUI]_IsFace("Is Face? (please turn on if this is a face material)", Float) = 0
-
- // all 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
- [Header(Base Color)]
- [MainTexture]_BaseMap("_BaseMap (Albedo)", 2D) = "white" {}
- [HDR][MainColor]_BaseColor("_BaseColor", Color) = (1,1,1,1)
-
- [Header(Alpha)]
- [Toggle(_UseAlphaClipping)]_UseAlphaClipping("_UseAlphaClipping", Float) = 0
- _Cutoff("_Cutoff (Alpha Cutoff)", Range(0.0, 1.0)) = 0.5
-
- [Header(Emission)]
- [Toggle]_UseEmission("_UseEmission (on/off Emission completely)", Float) = 0
- [HDR] _EmissionColor("_EmissionColor", Color) = (0,0,0)
- _EmissionMulByBaseColor("_EmissionMulByBaseColor", Range(0,1)) = 0
- [NoScaleOffset]_EmissionMap("_EmissionMap", 2D) = "white" {}
- _EmissionMapChannelMask("_EmissionMapChannelMask", Vector) = (1,1,1,0)
-
- [Header(Occlusion)]
- [Toggle]_UseOcclusion("_UseOcclusion (on/off Occlusion completely)", Float) = 0
- _OcclusionStrength("_OcclusionStrength", Range(0.0, 1.0)) = 1.0
- [NoScaleOffset]_OcclusionMap("_OcclusionMap", 2D) = "white" {}
- _OcclusionMapChannelMask("_OcclusionMapChannelMask", Vector) = (1,0,0,0)
- _OcclusionRemapStart("_OcclusionRemapStart", Range(0,1)) = 0
- _OcclusionRemapEnd("_OcclusionRemapEnd", Range(0,1)) = 1
-
- [Header(Lighting)]
- _IndirectLightMinColor("_IndirectLightMinColor", Color) = (0.1,0.1,0.1,1) // can prevent completely black if lightprobe not baked
- _IndirectLightMultiplier("_IndirectLightMultiplier", Range(0,1)) = 1
- _DirectLightMultiplier("_DirectLightMultiplier", Range(0,1)) = 1
- _CelShadeMidPoint("_CelShadeMidPoint", Range(-1,1)) = -0.5
- _CelShadeSoftness("_CelShadeSoftness", Range(0,1)) = 0.05
- _MainLightIgnoreCelShade("_MainLightIgnoreCelShade", Range(0,1)) = 0
- _AdditionalLightIgnoreCelShade("_AdditionalLightIgnoreCelShade", Range(0,1)) = 0.9
-
- [Header(Shadow mapping)]
- _ReceiveShadowMappingAmount("_ReceiveShadowMappingAmount", Range(0,1)) = 0.65
- _ReceiveShadowMappingPosOffset("_ReceiveShadowMappingPosOffset", Float) = 0
- _ShadowMapColor("_ShadowMapColor", Color) = (1,0.825,0.78)
-
- [Header(Outline)]
- _OutlineWidth("_OutlineWidth (World Space)", Range(0,4)) = 1
- _OutlineColor("_OutlineColor", Color) = (0.5,0.5,0.5,1)
- _OutlineZOffset("_OutlineZOffset (View Space)", Range(0,1)) = 0.0001
- [NoScaleOffset]_OutlineZOffsetMaskTex("_OutlineZOffsetMask (black is apply ZOffset)", 2D) = "black" {}
- _OutlineZOffsetMaskRemapStart("_OutlineZOffsetMaskRemapStart", Range(0,1)) = 0
- _OutlineZOffsetMaskRemapEnd("_OutlineZOffsetMaskRemapEnd", 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 work with both Universal Render Pipeline and Builtin Unity Pipeline
-
- // the tag value is "UniversalPipeline", not "UniversalRenderPipeline", be careful!
- // https://github.com/Unity-Technologies/Graphics/pull/1431/
- "RenderPipeline" = "UniversalPipeline"
-
- // explict SubShader tag to avoid confusion
- "RenderType"="Opaque"
- "UniversalMaterialType" = "Lit"
- "Queue"="Geometry"
- }
-
- // 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]
- // Shades GI, all lights, 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 drawcalls 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 Universal Render Pipeline
-
- // "Lightmode" tag must be "UniversalForward" in order to render lit objects in URP.
- "LightMode" = "UniversalForward"
- }
-
- // explict render state to avoid confusion
- // you can expose these render state to material inspector if needed (see URP's Lit.shader)
- Cull Back
- ZTest LEqual
- ZWrite On
- Blend One Zero
-
- HLSLPROGRAM
-
- // ---------------------------------------------------------------------------------------------
- // Universal Render Pipeline keywords (you can always copy this section from URP's Lit.shader)
- // When doing custom shaders you most often want to copy and paste these #pragmas
- // 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 the asset then all _ADDITIONA_LIGHTS variants
- // will be stripped from build
- // 2) Invalid combinations are stripped. e.g variants with _MAIN_LIGHT_SHADOWS_CASCADE
- // but not _MAIN_LIGHT_SHADOWS are invalid and therefore stripped.
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- // ---------------------------------------------------------------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- // ---------------------------------------------------------------------------------------------
-
- #pragma vertex VertexShaderWork
- #pragma fragment ShadeFinalColor
-
- // because this pass is just a ForwardLit pass, no need any special #define
- // (no special #define)
-
- // 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
- // -Cull Front instead of Cull Back because Cull Front is a must for all extra pass outline method
- Pass
- {
- Name "Outline"
- Tags
- {
- // IMPORTANT: don't write this line for any custom pass! else this outline pass will not be rendered by URP!
- //"LightMode" = "UniversalForward"
-
- // [Important CPU performance note]
- // If you need to add a custom pass to your shader (outline pass, planar shadow pass, XRay pass when blocked....),
- // (0) Add a new Pass{} to your shader
- // (1) Write "LightMode" = "YourCustomPassTag" inside new Pass's Tags{}
- // (2) Add a new custom RendererFeature(C#) to your renderer,
- // (3) write cmd.DrawRenderers() with ShaderPassName = "YourCustomPassTag"
- // (4) if done correctly, URP will render your new Pass{} for your shader, in a SRP-batcher 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-batcher friendly.
- // If you are working on a project with lots of characters, make sure you use the above method to make Outline pass SRP-batcher friendly!
- }
-
- Cull Front // Cull Front is a must for extra pass outline method
-
- HLSLPROGRAM
-
- // Direct copy all keywords from "ForwardLit" pass
- // ---------------------------------------------------------------------------------------------
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- // ---------------------------------------------------------------------------------------------
- #pragma multi_compile_fog
- // ---------------------------------------------------------------------------------------------
-
- #pragma vertex VertexShaderWork
- #pragma fragment ShadeFinalColor
-
- // because this is an Outline pass, define "ToonShaderIsOutline" to inject outline related code into both VertexShaderWork() and ShadeFinalColor()
- #define ToonShaderIsOutline
-
- // 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"}
-
- // more explict 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, ColorMask 0 will save some write bandwidth
- Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader
-
- HLSLPROGRAM
-
- // the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block
- // (so no need to write any multi_compile or shader_feature in this pass)
-
- #pragma vertex VertexShaderWork
- #pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need shading
-
- // because it is a ShadowCaster pass, define "ToonShaderApplyShadowBiasFix" to inject "remove shadow mapping artifact" code into VertexShaderWork()
- #define ToonShaderApplyShadowBiasFix
-
- // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
- #include "SimpleURPToonLitOutlineExample_Shared.hlsl"
-
- ENDHLSL
- }
-
- // 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"}
-
- // more explict 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, ColorMask 0 will save some write bandwidth
- Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader
-
- HLSLPROGRAM
-
- // the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block
- // (so no need to write any multi_compile or shader_feature in this pass)
-
- #pragma vertex VertexShaderWork
- #pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need color shading
-
- // because Outline area should write to depth also, define "ToonShaderIsOutline" to inject outline related code into VertexShaderWork()
- #define ToonShaderIsOutline
-
- // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
- #include "SimpleURPToonLitOutlineExample_Shared.hlsl"
-
- ENDHLSL
- }
-
- // Starting from version 10.0.x, URP can generate a normal texture called _CameraNormalsTexture.
- // To render to this texture in your custom shader, add a Pass with the name DepthNormals.
- // For example, see the implementation in Lit.shader.
- // TODO: DepthNormals pass (see URP's Lit.shader)
- /*
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
-
- //...
- }
- */
- }
-
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
-}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl
deleted file mode 100644
index 1f01a91d..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl
+++ /dev/null
@@ -1,74 +0,0 @@
-// 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;
-}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta
deleted file mode 100644
index 50c247c6..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta
+++ /dev/null
@@ -1,10 +0,0 @@
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diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl
deleted file mode 100644
index 5bb145b9..00000000
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl
+++ /dev/null
@@ -1,411 +0,0 @@
-// 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;
-};
-
-// 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;
-};
-
-///////////////////////////////////////////////////////////////////////////////////////
-// 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 _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;
-
- // base color
- float4 _BaseMap_ST;
- half4 _BaseColor;
-
- // 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);
- 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;
-
- // 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
-{
- //////////////////////////////////////////////////////////////////////////////////////////
- // first prepare all data for lighting function
- //////////////////////////////////////////////////////////////////////////////////////////
-
- // fillin ToonSurfaceData struct:
- ToonSurfaceData surfaceData = InitializeSurfaceData(input);
-
- // 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 pass & DepthOnly pass to use only)
-//////////////////////////////////////////////////////////////////////////////////////////
-void BaseColorAlphaClipTest(Varyings input)
-{
- DoClipTestToTargetAlphaValue(GetFinalBaseColor(input).a);
-}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl.meta b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl.meta
deleted file mode 100644
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deleted file mode 100644
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- _Surface: 1
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 0
m_Colors:
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat
index 47ec9357..8bbc5513 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat
@@ -8,8 +8,8 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: ZoomFade2
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -93,6 +93,7 @@ Material:
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 3
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -101,8 +102,9 @@ Material:
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- - _SrcBlend: 5
+ - _SrcBlend: 1
- _Surface: 1
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 0
m_Colors:
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat
index b7fb8ced..4bf89744 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat
@@ -8,14 +8,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Object
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -105,6 +104,7 @@ Material:
- _IsFace: 0
- _MainLightIgnoreCelShade: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionRemapEnd: 1
- _OcclusionRemapStart: 0
- _OcclusionStrength: 1
@@ -126,6 +126,7 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _UseAlphaClipping: 0
- _UseEmission: 0
- _UseOcclusion: 0
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat
index b6fe67cb..d3fde6cb 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat
@@ -21,18 +21,21 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Belt
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
+ - _AlphaTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- _BaseMap:
m_Texture: {fileID: 2800000, guid: 42ac679b050de8c4288fbafb9d353498, type: 3}
m_Scale: {x: 1, y: 1}
@@ -90,6 +93,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - PixelSnap: 0
- _AlphaClip: 0
- _Blend: 0
- _BumpScale: 1
@@ -100,11 +104,13 @@ Material:
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
+ - _EnableExternalAlpha: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -115,11 +121,14 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _Flip: {r: 1, g: 1, b: 1, a: 1}
+ - _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat
index 1173c349..2c9aa06e 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Bridge
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
+ m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat
index 3960c46a..db5b0cf6 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat
@@ -21,13 +21,14 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: GapShadow
- m_Shader: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
- m_ShaderKeywords:
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: -1
- stringTagMap: {}
+ m_CustomRenderQueue: 3000
+ stringTagMap:
+ RenderType: Transparent
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -119,7 +120,7 @@ Material:
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DirectLightMultiplier: 1
- - _DstBlend: 0
+ - _DstBlend: 10
- _EmissionMulByBaseColor: 0
- _EnableExternalAlpha: 0
- _EnvironmentReflections: 1
@@ -130,6 +131,7 @@ Material:
- _IsFace: 0
- _MainLightIgnoreCelShade: 0
- _Metallic: 0
+ - _Mode: 3
- _OcclusionRemapEnd: 1
- _OcclusionRemapStart: 0
- _OcclusionStrength: 1
@@ -153,12 +155,13 @@ Material:
- _StencilReadMask: 255
- _StencilWriteMask: 255
- _Surface: 0
+ - _UVSec: 0
- _UseAlphaClipping: 0
- _UseEmission: 0
- _UseOcclusion: 0
- _UseUIAlphaClip: 0
- _WorkflowMode: 1
- - _ZWrite: 1
+ - _ZWrite: 0
m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 1}
- _Color: {r: 0, g: 0, b: 0, a: 0.2509804}
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat
index 5520612c..a8bf87fc 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Grid
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat
index ce7874fc..2ce30397 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: GridPlane
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat
index d5d634f0..e708555b 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Hole
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -105,6 +104,7 @@ Material:
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -115,11 +115,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat
index cfa1981d..50e7577b 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Lights 1
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat
index bd95305e..e83ead9e 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Lights 2
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat
index 99fe542f..c2699d9d 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Lights 3
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat
index 04532d22..d1038355 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Lights 4
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat
index d7d0fff1..1390b4f0 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Lights
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat
index 489cc2e0..df126c28 100644
--- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat
+++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Line
- m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -106,6 +105,7 @@ Material:
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -119,11 +119,12 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 0, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat b/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat
index 644d5821..7429930f 100644
--- a/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat
+++ b/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat
@@ -8,8 +8,8 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Ball
- m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 4800000, guid: c6dbca2e0be57564ca75fbc050e1a675, type: 3}
+ m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -67,6 +67,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ - _ToonShade:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -103,9 +107,11 @@ Material:
- _IsFace: 0
- _MainLightIgnoreCelShade: 0
- _Metallic: 0
+ - _Mode: 0
- _OcclusionRemapEnd: 1
- _OcclusionRemapStart: 0
- _OcclusionStrength: 1
+ - _Outline: 0.003
- _OutlineWidth: 4
- _OutlineZOffset: 0
- _OutlineZOffsetMaskRemapEnd: 1
@@ -121,6 +127,7 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
+ - _UVSec: 0
- _UseAlphaClipping: 0
- _UseEmission: 0
- _UseOcclusion: 0
@@ -128,7 +135,7 @@ Material:
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 0.9591136, b: 0, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 0.9607843, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0}
- _IndirectLightMinColor: {r: 1, g: 1, b: 1, a: 1}
diff --git a/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat b/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat
index bec9000a..292a81c2 100644
--- a/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat
+++ b/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat
@@ -8,19 +8,22 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: ball_trail
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 3000
- stringTagMap:
- RenderType: Transparent
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses:
- SHADOWCASTER
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
+ - _AlphaTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- _BaseMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -78,6 +81,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - PixelSnap: 0
- _AlphaClip: 0
- _Blend: 0
- _BumpScale: 1
@@ -88,11 +92,13 @@ Material:
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 10
+ - _EnableExternalAlpha: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 3
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -101,14 +107,17 @@ Material:
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- - _SrcBlend: 5
+ - _SrcBlend: 1
- _Surface: 1
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 0
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 0.9607843, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _Flip: {r: 1, g: 1, b: 1, a: 1}
+ - _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
--- !u!114 &6906235552092181016
diff --git a/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat b/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat
index f4286a86..0a6d1fbf 100644
--- a/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat
+++ b/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat
@@ -21,14 +21,13 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: tutorial_stage
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
+ m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2000
- stringTagMap:
- RenderType: Opaque
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
diff --git a/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat b/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat
index ed8e1e8f..d5f9b1d0 100644
--- a/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat
+++ b/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat
@@ -8,8 +8,8 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: body
- m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3}
- m_ShaderKeywords: _ _EMISSIVE_SIMPLE _OUTLINE_NML
+ m_Shader: {fileID: 4800000, guid: c6dbca2e0be57564ca75fbc050e1a675, type: 3}
+ m_ShaderKeywords: _ _EMISSIVE_SIMPLE _GLOSSYREFLECTIONS_OFF _OUTLINE_NML
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -127,6 +127,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ - _ToonShade:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -176,7 +180,7 @@ Material:
- _Farthest_Distance: 100
- _GI_Intensity: 0
- _GlossMapScale: 0
- - _Glossiness: 0
+ - _Glossiness: 0.5
- _GlossinessSource: 0
- _GlossyReflections: 0
- _HighColor_Power: 0
@@ -216,6 +220,7 @@ Material:
- _MainLightIgnoreCelShade: 0
- _MatCap: 0
- _Metallic: 0
+ - _Mode: 0
- _Nearest_Distance: 0.5
- _OUTLINE: 0
- _OcclusionRemapEnd: 1
@@ -224,6 +229,7 @@ Material:
- _Offset_X_Axis_BLD: -0.05
- _Offset_Y_Axis_BLD: 0.09
- _Offset_Z: 0
+ - _Outline: 0.003
- _OutlineWidth: 4
- _OutlineZOffset: 0
- _OutlineZOffsetMaskRemapEnd: 1
@@ -263,6 +269,7 @@ Material:
- _Tweak_MatcapMaskLevel: 0
- _Tweak_RimLightMaskLevel: 0
- _Tweak_SystemShadowsLevel: 0
+ - _UVSec: 0
- _Unlit_Intensity: 1
- _UseAlphaClipping: 0
- _UseEmission: 0
diff --git a/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat b/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat
index e0048cb0..3ce4aef3 100644
--- a/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat
+++ b/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat
@@ -8,19 +8,22 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: net
- m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 3000
- stringTagMap:
- RenderType: Transparent
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses:
- SHADOWCASTER
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
+ - _AlphaTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- _BaseMap:
m_Texture: {fileID: 2800000, guid: 0ac89f5d7bfff0447b654d2b4c7de2f1, type: 3}
m_Scale: {x: 1, y: 1}
@@ -78,6 +81,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - PixelSnap: 0
- _AlphaClip: 0
- _Blend: 0
- _BumpScale: 1
@@ -88,12 +92,14 @@ Material:
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 10
+ - _EnableExternalAlpha: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossinessSource: 0
- _GlossyReflections: 0
- _Metallic: 0
+ - _Mode: 3
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
@@ -105,14 +111,17 @@ Material:
- _SmoothnessTextureChannel: 0
- _SpecSource: 0
- _SpecularHighlights: 1
- - _SrcBlend: 5
+ - _SrcBlend: 1
- _Surface: 1
+ - _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 0
m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 0.33333334}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0, g: 0, b: 0, a: 0.19607843}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _Flip: {r: 1, g: 1, b: 1, a: 1}
+ - _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
--- !u!114 &4861862531652635016
diff --git a/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat b/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat
index 383485a7..bb03f957 100644
--- a/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat
+++ b/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat
@@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: stand
- m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3}
+ m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
diff --git a/Assets/Scenes/Editor.unity b/Assets/Scenes/Editor.unity
index 278908a7..07a583ff 100644
--- a/Assets/Scenes/Editor.unity
+++ b/Assets/Scenes/Editor.unity
@@ -20269,7 +20269,6 @@ GameObject:
- component: {fileID: 2047408676}
- component: {fileID: 2047408675}
- component: {fileID: 2047408674}
- - component: {fileID: 2047408679}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
@@ -20342,39 +20341,6 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!114 &2047408679
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 2047408673}
- m_Enabled: 1
- m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
- m_Name:
- m_EditorClassIdentifier:
- m_RenderShadows: 1
- m_RequiresDepthTextureOption: 2
- m_RequiresOpaqueTextureOption: 2
- m_CameraType: 0
- m_Cameras: []
- m_RendererIndex: -1
- m_VolumeLayerMask:
- serializedVersion: 2
- m_Bits: 1
- m_VolumeTrigger: {fileID: 0}
- m_VolumeFrameworkUpdateModeOption: 2
- m_RenderPostProcessing: 0
- m_Antialiasing: 0
- m_AntialiasingQuality: 2
- m_StopNaN: 0
- m_Dithering: 0
- m_ClearDepth: 1
- m_AllowXRRendering: 1
- m_RequiresDepthTexture: 0
- m_RequiresColorTexture: 0
- m_Version: 2
--- !u!1 &2051557110
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Shaders/Outline.meta b/Assets/Shaders/Outline.meta
deleted file mode 100644
index 64fe4a10..00000000
--- a/Assets/Shaders/Outline.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: b44f936e68483464e83e2ee23b5a1867
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Shaders/Outline/DepthNormalsFeature.cs b/Assets/Shaders/Outline/DepthNormalsFeature.cs
deleted file mode 100644
index 15434114..00000000
--- a/Assets/Shaders/Outline/DepthNormalsFeature.cs
+++ /dev/null
@@ -1,113 +0,0 @@
-using UnityEngine;
-using UnityEngine.Rendering;
-using UnityEngine.Rendering.Universal;
-
-public class DepthNormalsFeature : ScriptableRendererFeature
-{
- class DepthNormalsPass : ScriptableRenderPass
- {
- int kDepthBufferBits = 32;
- private RenderTargetHandle depthAttachmentHandle { get; set; }
- internal RenderTextureDescriptor descriptor { get; private set; }
-
- private Material depthNormalsMaterial = null;
- private FilteringSettings m_FilteringSettings;
- string m_ProfilerTag = "DepthNormals Prepass";
- ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
-
- public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
- {
- m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
- depthNormalsMaterial = material;
- }
-
- public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
- {
- this.depthAttachmentHandle = depthAttachmentHandle;
- baseDescriptor.colorFormat = RenderTextureFormat.ARGB32;
- baseDescriptor.depthBufferBits = kDepthBufferBits;
- descriptor = baseDescriptor;
- }
-
- // This method is called before executing the render pass.
- // It can be used to configure render targets and their clear state. Also to create temporary render target textures.
- // When empty this render pass will render to the active camera render target.
- // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
- // The render pipeline will ensure target setup and clearing happens in an performance manner.
- public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
- {
- cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
- ConfigureTarget(depthAttachmentHandle.Identifier());
- ConfigureClear(ClearFlag.All, Color.black);
- }
-
- // Here you can implement the rendering logic.
- // Use ScriptableRenderContext to issue drawing commands or execute command buffers
- // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
- // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
-
- using (new ProfilingSample(cmd, m_ProfilerTag))
- {
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
-
- var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
- var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
- drawSettings.perObjectData = PerObjectData.None;
-
-
- ref CameraData cameraData = ref renderingData.cameraData;
- Camera camera = cameraData.camera;
- if (cameraData.isStereoEnabled)
- context.StartMultiEye(camera);
-
-
- drawSettings.overrideMaterial = depthNormalsMaterial;
-
-
- context.DrawRenderers(renderingData.cullResults, ref drawSettings,
- ref m_FilteringSettings);
-
- cmd.SetGlobalTexture("_CameraDepthNormalsTexture", depthAttachmentHandle.id);
- }
-
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
-
- /// Cleanup any allocated resources that were created during the execution of this render pass.
- public override void FrameCleanup(CommandBuffer cmd)
- {
- if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
- {
- cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
- depthAttachmentHandle = RenderTargetHandle.CameraTarget;
- }
- }
- }
-
- DepthNormalsPass depthNormalsPass;
- RenderTargetHandle depthNormalsTexture;
- Material depthNormalsMaterial;
-
- public override void Create()
- {
- depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
- depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);
- depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
- depthNormalsTexture.Init("_CameraDepthNormalsTexture");
- }
-
- // Here you can inject one or multiple render passes in the renderer.
- // This method is called when setting up the renderer once per-camera.
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- depthNormalsPass.Setup(renderingData.cameraData.cameraTargetDescriptor, depthNormalsTexture);
- renderer.EnqueuePass(depthNormalsPass);
- }
-}
-
-
diff --git a/Assets/Shaders/Outline/DepthNormalsFeature.cs.meta b/Assets/Shaders/Outline/DepthNormalsFeature.cs.meta
deleted file mode 100644
index 057f2691..00000000
--- a/Assets/Shaders/Outline/DepthNormalsFeature.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 3c0c301f9e8bcb74583ece56b872b224
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Shaders/Outline/Outline.hlsl b/Assets/Shaders/Outline/Outline.hlsl
deleted file mode 100644
index 156e983d..00000000
--- a/Assets/Shaders/Outline/Outline.hlsl
+++ /dev/null
@@ -1,67 +0,0 @@
-TEXTURE2D(_CameraColorTexture);
-SAMPLER(sampler_CameraColorTexture);
-float4 _CameraColorTexture_TexelSize;
-
-TEXTURE2D(_CameraDepthTexture);
-SAMPLER(sampler_CameraDepthTexture);
-
-TEXTURE2D(_CameraDepthNormalsTexture);
-SAMPLER(sampler_CameraDepthNormalsTexture);
-
-float3 DecodeNormal(float4 enc)
-{
- float kScale = 1.7777;
- float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
- float g = 2.0 / dot(nn.xyz,nn.xyz);
- float3 n;
- n.xy = g*nn.xy;
- n.z = g-1;
- return n;
-}
-
-void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out)
-{
- float halfScaleFloor = floor(OutlineThickness * 0.5);
- float halfScaleCeil = ceil(OutlineThickness * 0.5);
- float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w);
-
- float2 uvSamples[4];
- float depthSamples[4];
- float3 normalSamples[4], colorSamples[4];
-
- uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor;
- uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil;
- uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor);
- uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil);
-
- for(int i = 0; i < 4 ; i++)
- {
- depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
- normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
- colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]);
- }
-
- // Depth
- float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
- float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
- float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
- float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
- edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
-
- // Normals
- float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
- float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
- float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
- edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
-
- // Color
- float3 colorFiniteDifference0 = colorSamples[1] - colorSamples[0];
- float3 colorFiniteDifference1 = colorSamples[3] - colorSamples[2];
- float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1));
- edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0;
-
- float edge = max(edgeDepth, max(edgeNormal, edgeColor));
-
- float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]);
- Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a));
-}
\ No newline at end of file
diff --git a/Assets/Shaders/Outline/Outline.hlsl.meta b/Assets/Shaders/Outline/Outline.hlsl.meta
deleted file mode 100644
index 783472fe..00000000
--- a/Assets/Shaders/Outline/Outline.hlsl.meta
+++ /dev/null
@@ -1,10 +0,0 @@
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-ShaderImporter:
- externalObjects: {}
- defaultTextures: []
- nonModifiableTextures: []
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Shaders/Outline/OutlineFeature.cs b/Assets/Shaders/Outline/OutlineFeature.cs
deleted file mode 100644
index 3a72d5d0..00000000
--- a/Assets/Shaders/Outline/OutlineFeature.cs
+++ /dev/null
@@ -1,101 +0,0 @@
-using UnityEngine;
-using UnityEngine.Rendering;
-using UnityEngine.Rendering.Universal;
-
-public class OutlineFeature : ScriptableRendererFeature
-{
- class OutlinePass : ScriptableRenderPass
- {
- private RenderTargetIdentifier source { get; set; }
- private RenderTargetHandle destination { get; set; }
- public Material outlineMaterial = null;
- RenderTargetHandle temporaryColorTexture;
-
- public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
- {
- this.source = source;
- this.destination = destination;
- }
-
- public OutlinePass(Material outlineMaterial)
- {
- this.outlineMaterial = outlineMaterial;
- }
-
-
-
- // This method is called before executing the render pass.
- // It can be used to configure render targets and their clear state. Also to create temporary render target textures.
- // When empty this render pass will render to the active camera render target.
- // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
- // The render pipeline will ensure target setup and clearing happens in an performance manner.
- public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
- {
-
- }
-
- // Here you can implement the rendering logic.
- // Use ScriptableRenderContext to issue drawing commands or execute command buffers
- // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
- // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- CommandBuffer cmd = CommandBufferPool.Get("_OutlinePass");
-
- RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor;
- opaqueDescriptor.depthBufferBits = 0;
-
- if (destination == RenderTargetHandle.CameraTarget)
- {
- cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor, FilterMode.Point);
- Blit(cmd, source, temporaryColorTexture.Identifier(), outlineMaterial, 0);
- Blit(cmd, temporaryColorTexture.Identifier(), source);
-
- }
- else Blit(cmd, source, destination.Identifier(), outlineMaterial, 0);
-
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
-
- /// Cleanup any allocated resources that were created during the execution of this render pass.
- public override void FrameCleanup(CommandBuffer cmd)
- {
-
- if (destination == RenderTargetHandle.CameraTarget)
- cmd.ReleaseTemporaryRT(temporaryColorTexture.id);
- }
- }
-
- [System.Serializable]
- public class OutlineSettings
- {
- public Material outlineMaterial = null;
- }
-
- public OutlineSettings settings = new OutlineSettings();
- OutlinePass outlinePass;
- RenderTargetHandle outlineTexture;
-
- public override void Create()
- {
- outlinePass = new OutlinePass(settings.outlineMaterial);
- outlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
- outlineTexture.Init("_OutlineTexture");
- }
-
- // Here you can inject one or multiple render passes in the renderer.
- // This method is called when setting up the renderer once per-camera.
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- if (settings.outlineMaterial == null)
- {
- Debug.LogWarningFormat("Missing Outline Material");
- return;
- }
- outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget);
- renderer.EnqueuePass(outlinePass);
- }
-}
-
-
diff --git a/Assets/Shaders/Outline/OutlineFeature.cs.meta b/Assets/Shaders/Outline/OutlineFeature.cs.meta
deleted file mode 100644
index 5cf89a81..00000000
--- a/Assets/Shaders/Outline/OutlineFeature.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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diff --git a/Assets/Shaders/Outline/OutlineGraph.shadergraph b/Assets/Shaders/Outline/OutlineGraph.shadergraph
deleted file mode 100644
index a3526309..00000000
--- a/Assets/Shaders/Outline/OutlineGraph.shadergraph
+++ /dev/null
@@ -1,1079 +0,0 @@
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diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master.meta b/Assets/Shaders/ToonShading.meta
similarity index 77%
rename from Assets/Plugins/UnityURPToonLitShaderExample-master.meta
rename to Assets/Shaders/ToonShading.meta
index bdc8a418..4a423103 100644
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master.meta
+++ b/Assets/Shaders/ToonShading.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Shaders/ToonShading/ToonBasic.shader b/Assets/Shaders/ToonShading/ToonBasic.shader
new file mode 100644
index 00000000..3e96c352
--- /dev/null
+++ b/Assets/Shaders/ToonShading/ToonBasic.shader
@@ -0,0 +1,63 @@
+Shader "Toon/Basic" {
+ Properties {
+ _Color ("Main Color", Color) = (.5,.5,.5,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
+ }
+
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ Pass {
+ Name "BASE"
+ Cull Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+ samplerCUBE _ToonShade;
+ float4 _MainTex_ST;
+ float4 _Color;
+
+ struct appdata {
+ float4 vertex : POSITION;
+ float2 texcoord : TEXCOORD0;
+ float3 normal : NORMAL;
+ };
+
+ struct v2f {
+ float4 pos : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ float3 cubenormal : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+ o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = _Color * tex2D(_MainTex, i.texcoord);
+ fixed4 cube = texCUBE(_ToonShade, i.cubenormal);
+ fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a);
+ UNITY_APPLY_FOG(i.fogCoord, c);
+ return c;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "VertexLit"
+}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl.meta b/Assets/Shaders/ToonShading/ToonBasic.shader.meta
similarity index 83%
rename from Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl.meta
rename to Assets/Shaders/ToonShading/ToonBasic.shader.meta
index 11ed8708..6a749d05 100644
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl.meta
+++ b/Assets/Shaders/ToonShading/ToonBasic.shader.meta
@@ -1,5 +1,5 @@
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defaultTextures: []
diff --git a/Assets/Shaders/ToonShading/ToonBasicOutline.shader b/Assets/Shaders/ToonShading/ToonBasicOutline.shader
new file mode 100644
index 00000000..9c51563c
--- /dev/null
+++ b/Assets/Shaders/ToonShading/ToonBasicOutline.shader
@@ -0,0 +1,70 @@
+Shader "Toon/Basic Outline" {
+ Properties {
+ _Color ("Main Color", Color) = (.5,.5,.5,1)
+ _OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _Outline ("Outline width", Range (.002, 0.03)) = .005
+ _MainTex ("Base (RGB)", 2D) = "white" { }
+ _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
+ }
+
+ CGINCLUDE
+ #include "UnityCG.cginc"
+
+ struct appdata {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ struct v2f {
+ float4 pos : SV_POSITION;
+ UNITY_FOG_COORDS(0)
+ fixed4 color : COLOR;
+ };
+
+ uniform float _Outline;
+ uniform float4 _OutlineColor;
+
+ v2f vert(appdata v) {
+ v2f o;
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
+ float2 offset = TransformViewToProjection(norm.xy);
+
+ #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
+ o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline;
+ #else
+ o.pos.xy += offset * o.pos.z * _Outline;
+ #endif
+ o.color = _OutlineColor;
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+ ENDCG
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ UsePass "Toon/Basic/BASE"
+ Pass {
+ Name "OUTLINE"
+ Tags { "LightMode" = "Always" }
+ Cull Front
+ ZWrite On
+ ColorMask RGB
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+ fixed4 frag(v2f i) : SV_Target
+ {
+ UNITY_APPLY_FOG(i.fogCoord, i.color);
+ return i.color;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "Toon/Basic"
+}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl.meta b/Assets/Shaders/ToonShading/ToonBasicOutline.shader.meta
similarity index 83%
rename from Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl.meta
rename to Assets/Shaders/ToonShading/ToonBasicOutline.shader.meta
index 3f1b7a05..dbc17ad6 100644
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl.meta
+++ b/Assets/Shaders/ToonShading/ToonBasicOutline.shader.meta
@@ -1,5 +1,5 @@
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+guid: c6dbca2e0be57564ca75fbc050e1a675
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externalObjects: {}
defaultTextures: []
diff --git a/Assets/Shaders/ToonShading/ToonLit.shader b/Assets/Shaders/ToonShading/ToonLit.shader
new file mode 100644
index 00000000..254b7ec9
--- /dev/null
+++ b/Assets/Shaders/ToonShading/ToonLit.shader
@@ -0,0 +1,53 @@
+Shader "Toon/Lit" {
+ Properties {
+ _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
+ }
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 200
+
+CGPROGRAM
+#pragma surface surf ToonRamp
+
+sampler2D _Ramp;
+
+// custom lighting function that uses a texture ramp based
+// on angle between light direction and normal
+#pragma lighting ToonRamp exclude_path:prepass
+inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
+{
+ #ifndef USING_DIRECTIONAL_LIGHT
+ lightDir = normalize(lightDir);
+ #endif
+
+ half d = dot (s.Normal, lightDir)*0.5 + 0.5;
+ half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
+
+ half4 c;
+ c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
+ c.a = 0;
+ return c;
+}
+
+
+sampler2D _MainTex;
+float4 _Color;
+
+struct Input {
+ float2 uv_MainTex : TEXCOORD0;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
+ o.Albedo = c.rgb;
+ o.Alpha = c.a;
+}
+ENDCG
+
+ }
+
+ Fallback "Diffuse"
+}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader.meta b/Assets/Shaders/ToonShading/ToonLit.shader.meta
similarity index 83%
rename from Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader.meta
rename to Assets/Shaders/ToonShading/ToonLit.shader.meta
index d4a29d02..f2bd4c4b 100644
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader.meta
+++ b/Assets/Shaders/ToonShading/ToonLit.shader.meta
@@ -1,5 +1,5 @@
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+guid: e2f69f422fff60a42bbd426e9cd297d9
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defaultTextures: []
diff --git a/Assets/Shaders/ToonShading/ToonLitOutline.shader b/Assets/Shaders/ToonShading/ToonLitOutline.shader
new file mode 100644
index 00000000..817c0ce2
--- /dev/null
+++ b/Assets/Shaders/ToonShading/ToonLitOutline.shader
@@ -0,0 +1,17 @@
+Shader "Toon/Lit Outline" {
+ Properties {
+ _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
+ _OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _Outline ("Outline width", Range (.002, 0.03)) = .005
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
+ }
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ UsePass "Toon/Lit/FORWARD"
+ UsePass "Toon/Basic Outline/OUTLINE"
+ }
+
+ Fallback "Toon/Lit"
+}
diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl.meta b/Assets/Shaders/ToonShading/ToonLitOutline.shader.meta
similarity index 83%
rename from Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl.meta
rename to Assets/Shaders/ToonShading/ToonLitOutline.shader.meta
index 009283ff..8296cb27 100644
--- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl.meta
+++ b/Assets/Shaders/ToonShading/ToonLitOutline.shader.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: bba79e0190dfc1f40b5b0046bedd46aa
+guid: 6682143b3d97dfa43a063a295fdf7003
ShaderImporter:
externalObjects: {}
defaultTextures: []
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deleted file mode 100644
index 421701fb..00000000
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deleted file mode 100644
index 3c130ac1..00000000
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deleted file mode 100644
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deleted file mode 100644
index 41594ca4..00000000
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diff --git a/Packages/manifest.json b/Packages/manifest.json
index 0f8d0ccf..d86d3bfe 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -6,7 +6,6 @@
"com.unity.ide.visualstudio": "2.0.12",
"com.unity.ide.vscode": "1.2.4",
"com.unity.nuget.newtonsoft-json": "2.0.2",
- "com.unity.render-pipelines.universal": "10.7.0",
"com.unity.test-framework": "1.1.29",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.4.8",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index f01b24b9..a04e64b4 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -48,13 +48,6 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
- "com.unity.mathematics": {
- "version": "1.1.0",
- "depth": 1,
- "source": "registry",
- "dependencies": {},
- "url": "https://packages.unity.com"
- },
"com.unity.nuget.newtonsoft-json": {
"version": "2.0.2",
"depth": 0,
@@ -62,35 +55,6 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
- "com.unity.render-pipelines.core": {
- "version": "10.7.0",
- "depth": 1,
- "source": "registry",
- "dependencies": {
- "com.unity.ugui": "1.0.0",
- "com.unity.modules.physics": "1.0.0",
- "com.unity.modules.jsonserialize": "1.0.0"
- },
- "url": "https://packages.unity.com"
- },
- "com.unity.render-pipelines.universal": {
- "version": "10.7.0",
- "depth": 0,
- "source": "registry",
- "dependencies": {
- "com.unity.mathematics": "1.1.0",
- "com.unity.render-pipelines.core": "10.7.0",
- "com.unity.shadergraph": "10.7.0"
- },
- "url": "https://packages.unity.com"
- },
- "com.unity.searcher": {
- "version": "4.3.2",
- "depth": 2,
- "source": "registry",
- "dependencies": {},
- "url": "https://packages.unity.com"
- },
"com.unity.services.core": {
"version": "1.0.1",
"depth": 1,
@@ -100,16 +64,6 @@
},
"url": "https://packages.unity.com"
},
- "com.unity.shadergraph": {
- "version": "10.7.0",
- "depth": 1,
- "source": "registry",
- "dependencies": {
- "com.unity.render-pipelines.core": "10.7.0",
- "com.unity.searcher": "4.3.2"
- },
- "url": "https://packages.unity.com"
- },
"com.unity.test-framework": {
"version": "1.1.29",
"depth": 0,