URP drank all my Pepsi and called me a bitch

This commit is contained in:
Jenny Crowe 2022-03-07 08:23:28 -07:00
parent f7838d1da2
commit f4b34563f9
71 changed files with 418 additions and 3611 deletions

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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.

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guid: 24bdb79b54fa78c43a5e641e562260e7
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// https://github.com/ronja-tutorials/ShaderTutorials/blob/master/Assets/047_InverseInterpolationAndRemap/Interpolation.cginc
// edit float to half for optimization, because we usually use this to process color data(half)
#ifndef Include_NiloInvLerpRemap
#define Include_NiloInvLerpRemap
// just like smoothstep(), but linear, not clamped
half invLerp(half from, half to, half value)
{
return (value - from) / (to - from);
}
half invLerpClamp(half from, half to, half value)
{
return saturate(invLerp(from,to,value));
}
// full control remap, but slower
half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value)
{
half rel = invLerp(origFrom, origTo, value);
return lerp(targetFrom, targetTo, rel);
}
#endif

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

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

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# 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

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// 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"
}

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

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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up),
// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
#pragma once
// We don't have "UnityCG.cginc" in SRP/URP's package anymore, so:
// Including the following two hlsl files is enough for shading with Universal Pipeline. Everything is included in them.
// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
// It also includes matrix/space conversion functions and fog.
// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
// Required by all Universal Render Pipeline shaders.
// It will include Unity built-in shader variables (except the lighting variables)
// (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
// It will also include many utilitary functions.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// Include this if you are doing a lit shader. This includes lighting shader variables,
// lighting and shadow functions
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
// Material shader variables are not defined in SRP or URP shader library.
// This means _BaseColor, _BaseMap, _BaseMap_ST, and all variables in the Properties section of a shader
// must be defined by the shader itself. If you define all those properties in CBUFFER named
// UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost
// of each drawcall.
// In this case, although URP's LitInput.hlsl contains the CBUFFER for the material
// properties defined above. As one can see this is not part of the ShaderLibrary, it specific to the
// URP Lit shader.
// So we are not going to use LitInput.hlsl, we will implement everything by ourself.
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
// we will include some utility .hlsl files to help us
#include "NiloOutlineUtil.hlsl"
#include "NiloZOffset.hlsl"
#include "NiloInvLerpRemap.hlsl"
// note:
// subfix OS means object spaces (e.g. positionOS = position object space)
// subfix WS means world space (e.g. positionWS = position world space)
// subfix VS means view space (e.g. positionVS = position view space)
// subfix CS means clip space (e.g. positionCS = position clip space)
// all pass will share this Attributes struct (define data needed from Unity app to our vertex shader)
struct Attributes
{
float3 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
// 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);
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- _MainLightIgnoreCelShade: 0 - _MainLightIgnoreCelShade: 0
- _Metallic: 0 - _Metallic: 0
- _Mode: 0
- _OcclusionRemapEnd: 1 - _OcclusionRemapEnd: 1
- _OcclusionRemapStart: 0 - _OcclusionRemapStart: 0
- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Outline: 0.003
- _OutlineWidth: 4 - _OutlineWidth: 4
- _OutlineZOffset: 0 - _OutlineZOffset: 0
- _OutlineZOffsetMaskRemapEnd: 1 - _OutlineZOffsetMaskRemapEnd: 1
@ -121,6 +127,7 @@ Material:
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
- _Surface: 0 - _Surface: 0
- _UVSec: 0
- _UseAlphaClipping: 0 - _UseAlphaClipping: 0
- _UseEmission: 0 - _UseEmission: 0
- _UseOcclusion: 0 - _UseOcclusion: 0
@ -128,7 +135,7 @@ Material:
- _ZWrite: 1 - _ZWrite: 1
m_Colors: m_Colors:
- _BaseColor: {r: 1, g: 0.9591136, b: 0, a: 1} - _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} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0} - _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0}
- _IndirectLightMinColor: {r: 1, g: 1, b: 1, a: 1} - _IndirectLightMinColor: {r: 1, g: 1, b: 1, a: 1}

View file

@ -8,19 +8,22 @@ Material:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: ball_trail m_Name: ball_trail
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m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000 m_CustomRenderQueue: -1
stringTagMap: stringTagMap: {}
RenderType: Transparent
disabledShaderPasses: disabledShaderPasses:
- SHADOWCASTER - SHADOWCASTER
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serializedVersion: 3 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
- _AlphaTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseMap: - _BaseMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@ -78,6 +81,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Floats: m_Floats:
- PixelSnap: 0
- _AlphaClip: 0 - _AlphaClip: 0
- _Blend: 0 - _Blend: 0
- _BumpScale: 1 - _BumpScale: 1
@ -88,11 +92,13 @@ Material:
- _DetailAlbedoMapScale: 1 - _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 10 - _DstBlend: 10
- _EnableExternalAlpha: 0
- _EnvironmentReflections: 1 - _EnvironmentReflections: 1
- _GlossMapScale: 0 - _GlossMapScale: 0
- _Glossiness: 0 - _Glossiness: 0
- _GlossyReflections: 0 - _GlossyReflections: 0
- _Metallic: 0 - _Metallic: 0
- _Mode: 3
- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Parallax: 0.005 - _Parallax: 0.005
- _QueueOffset: 0 - _QueueOffset: 0
@ -101,14 +107,17 @@ Material:
- _Smoothness: 0.5 - _Smoothness: 0.5
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 5 - _SrcBlend: 1
- _Surface: 1 - _Surface: 1
- _UVSec: 0
- _WorkflowMode: 1 - _WorkflowMode: 1
- _ZWrite: 0 - _ZWrite: 0
m_Colors: m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _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} - _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} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
--- !u!114 &6906235552092181016 --- !u!114 &6906235552092181016

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@ -21,14 +21,13 @@ Material:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
m_CustomRenderQueue: 2000 m_CustomRenderQueue: -1
stringTagMap: stringTagMap: {}
RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses: []
m_SavedProperties: m_SavedProperties:
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View file

@ -8,8 +8,8 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: body m_Name: body
m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3} m_Shader: {fileID: 4800000, guid: c6dbca2e0be57564ca75fbc050e1a675, type: 3}
m_ShaderKeywords: _ _EMISSIVE_SIMPLE _OUTLINE_NML m_ShaderKeywords: _ _EMISSIVE_SIMPLE _GLOSSYREFLECTIONS_OFF _OUTLINE_NML
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
@ -127,6 +127,10 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} 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: - unity_Lightmaps:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@ -176,7 +180,7 @@ Material:
- _Farthest_Distance: 100 - _Farthest_Distance: 100
- _GI_Intensity: 0 - _GI_Intensity: 0
- _GlossMapScale: 0 - _GlossMapScale: 0
- _Glossiness: 0 - _Glossiness: 0.5
- _GlossinessSource: 0 - _GlossinessSource: 0
- _GlossyReflections: 0 - _GlossyReflections: 0
- _HighColor_Power: 0 - _HighColor_Power: 0
@ -216,6 +220,7 @@ Material:
- _MainLightIgnoreCelShade: 0 - _MainLightIgnoreCelShade: 0
- _MatCap: 0 - _MatCap: 0
- _Metallic: 0 - _Metallic: 0
- _Mode: 0
- _Nearest_Distance: 0.5 - _Nearest_Distance: 0.5
- _OUTLINE: 0 - _OUTLINE: 0
- _OcclusionRemapEnd: 1 - _OcclusionRemapEnd: 1
@ -224,6 +229,7 @@ Material:
- _Offset_X_Axis_BLD: -0.05 - _Offset_X_Axis_BLD: -0.05
- _Offset_Y_Axis_BLD: 0.09 - _Offset_Y_Axis_BLD: 0.09
- _Offset_Z: 0 - _Offset_Z: 0
- _Outline: 0.003
- _OutlineWidth: 4 - _OutlineWidth: 4
- _OutlineZOffset: 0 - _OutlineZOffset: 0
- _OutlineZOffsetMaskRemapEnd: 1 - _OutlineZOffsetMaskRemapEnd: 1
@ -263,6 +269,7 @@ Material:
- _Tweak_MatcapMaskLevel: 0 - _Tweak_MatcapMaskLevel: 0
- _Tweak_RimLightMaskLevel: 0 - _Tweak_RimLightMaskLevel: 0
- _Tweak_SystemShadowsLevel: 0 - _Tweak_SystemShadowsLevel: 0
- _UVSec: 0
- _Unlit_Intensity: 1 - _Unlit_Intensity: 1
- _UseAlphaClipping: 0 - _UseAlphaClipping: 0
- _UseEmission: 0 - _UseEmission: 0

View file

@ -8,19 +8,22 @@ Material:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_ShaderKeywords: m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000 m_CustomRenderQueue: -1
stringTagMap: stringTagMap: {}
RenderType: Transparent
disabledShaderPasses: disabledShaderPasses:
- SHADOWCASTER - SHADOWCASTER
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
- _AlphaTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseMap: - _BaseMap:
m_Texture: {fileID: 2800000, guid: 0ac89f5d7bfff0447b654d2b4c7de2f1, type: 3} m_Texture: {fileID: 2800000, guid: 0ac89f5d7bfff0447b654d2b4c7de2f1, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@ -78,6 +81,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Floats: m_Floats:
- PixelSnap: 0
- _AlphaClip: 0 - _AlphaClip: 0
- _Blend: 0 - _Blend: 0
- _BumpScale: 1 - _BumpScale: 1
@ -88,12 +92,14 @@ Material:
- _DetailAlbedoMapScale: 1 - _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 10 - _DstBlend: 10
- _EnableExternalAlpha: 0
- _EnvironmentReflections: 1 - _EnvironmentReflections: 1
- _GlossMapScale: 0 - _GlossMapScale: 0
- _Glossiness: 0 - _Glossiness: 0
- _GlossinessSource: 0 - _GlossinessSource: 0
- _GlossyReflections: 0 - _GlossyReflections: 0
- _Metallic: 0 - _Metallic: 0
- _Mode: 3
- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Parallax: 0.005 - _Parallax: 0.005
- _QueueOffset: 0 - _QueueOffset: 0
@ -105,14 +111,17 @@ Material:
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecSource: 0 - _SpecSource: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 5 - _SrcBlend: 1
- _Surface: 1 - _Surface: 1
- _UVSec: 0
- _WorkflowMode: 1 - _WorkflowMode: 1
- _ZWrite: 0 - _ZWrite: 0
m_Colors: m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 0.33333334} - _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} - _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} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
--- !u!114 &4861862531652635016 --- !u!114 &4861862531652635016

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@ -8,7 +8,7 @@ Material:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3} m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
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@ -20269,7 +20269,6 @@ GameObject:
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- component: {fileID: 2047408679}
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@ -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 <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// 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 <c>ScriptableRenderContext</c> 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);
}
}

View file

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@ -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));
}

View file

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View file

@ -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 <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// 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 <c>ScriptableRenderContext</c> 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);
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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
}
}
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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
}
}
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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 {
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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"
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Shader "Toon/Lit Outline" {
Properties {
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_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"
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Fallback "Toon/Lit"
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