Minor - Add Assets And Support Dual Screen

This commit is contained in:
2026-02-03 16:15:50 +01:00
parent 76132c2cbe
commit 7a3d9e54c4
1039 changed files with 149985 additions and 21327 deletions

View File

@@ -0,0 +1,571 @@
//------------------------------------
// OmniShade
// Copyright© 2025 OmniShade
//------------------------------------
Shader "OmniShade/Standard URP" {
Properties {
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Brightness ("Brightness", range(0, 25)) = 1
_Contrast ("Contrast", range(0, 25)) = 1
_Saturation ("Saturation", range(0, 2)) = 1
[Toggle] _IgnoreMainTexAlpha ("Ignore Main Texture Alpha", Float) = 0
[HeaderGroup(Diffuse)]
[Toggle(DIFFUSE)] _Diffuse ("Enable Diffuse", Float) = 1
_DiffuseWrap ("Diffuse Softness", range(-1, 1)) = 0
_DiffuseBrightness ("Diffuse Brightness", range(0, 25)) = 1
_DiffuseContrast ("Diffuse Contrast", range(0.01, 25)) = 1
[Toggle(DIFFUSE_PER_PIXEL)] _DiffusePerPixel ("Per-Pixel Point Lights", Float) = 0
[Toggle(MIXED_LIGHTING)] _MixedLighting ("Enable Baked and Dynamic Lights", Float) = 0
[HeaderGroup(Specular)]
[Toggle(SPECULAR)] _Specular ("Enable Specular", Float) = 0
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_SpecularBrightness ("Specular Brightness", range(0, 25)) = 1
[PowerSlider(10)] _SpecularSmoothness ("Specular Smoothness", range(1, 500)) = 20
_SpecularTex ("Specular Map", 2D) = "white" {}
[KeywordEnum(UV1, UV2)] _SpecularUV ("Specular UV", Float) = 0
[Toggle(SPECULAR_HAIR)] _SpecularHair ("Specular Hair", Float) = 0
[HeaderGroup(Normal Map)]
[Normal] _NormalTex ("Normal Map", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _NormalUV ("Normal Map UV", Float) = 0
_NormalStrength ("Normal Strength", range(0, 5)) = 1
[Normal] _NormalTex2 ("Normal Map 2", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _NormalUV2 ("Normal Map 2 UV", Float) = 0
_Normal2Strength ("Normal 2 Strength", range(0, 5)) = 1
[HeaderGroup(Occlusion Map)]
_LightmapTex ("Occlusion Map", 2D) = "white" {}
_LightmapColor ("Occlusion Color", Color) = (1, 1, 1, 1)
_LightmapBrightness ("Occlusion Brightness", range(0, 25)) = 1
[KeywordEnum(UV1, UV2)] _LightmapUV ("Occlusion UV", Float) = 0
[HeaderGroup(Rim Light)]
[Toggle(RIM)] _Rim ("Enable Rim Light", Float) = 0
[HDR] _RimColor ("Rim Color", Color) = (1, 1, 1, 1)
_RimAmount ("Rim Amount", range(0, 25)) = 1
_RimContrast ("Rim Contrast", range(0, 50)) = 5
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten, Transparency)] _RimBlend ("Rim Blend Mode", Float) = 1
[Toggle] _RimInverse ("Rim Invert", Float) = 0
_RimDirection ("Rim Direction", Vector) = (0, 0, 0, 0)
[HeaderGroup(Reflection)]
[Toggle(REFLECTION)] _Reflection ("Enable Reflection", Float) = 0
[NoScaleOffset] _ReflectionTex ("Reflection Cubemap", Cube) = "" {}
[HDR] _ReflectionColor ("Reflection Color", Color) = (1, 1, 1, 1)
_ReflectionAmount ("Reflection Amount", range(0, 1)) = 1
[Toggle(REFLECTION_RIM)] _ReflectionRim ("Mask With Rim", Float) = 0
[Toggle(REFLECTION_SPECULAR)] _ReflectionSpecular ("Mask With Specular Map", Float) = 0
[HeaderGroup(Emissive)]
[HDR] _Emissive ("Emissive Color", Color) = (0, 0, 0, 0)
_EmissiveTex ("Emissive Map", 2D) = "white" {}
[HeaderGroup(MatCap)]
_MatCapTex ("MatCap Texture", 2D) = "black" {}
_MatCapColor ("MatCap Color", Color) = (1, 1, 1, 1)
_MatCapBrightness ("MatCap Brightness", range(0, 25)) = 1
_MatCapContrast ("MatCap Contrast", range(0, 25)) = 1
[KeywordEnum(Multiply, Multiply Lighten)] _MatCapBlend ("MatCap Blend Mode", Float) = 0
[Toggle(MATCAP_PERSPECTIVE)] _MatCapPerspective ("Perspective Correction", Float) = 1
[Toggle(MATCAP_STATIC)] _MatCapStatic ("Use Static Rotation", Float) = 0
_MatCapRot ("MatCap Static Rotation", Vector) = (0, 0, 0, 0)
[HeaderGroup(Vertex Colors)]
[Toggle(VERTEX_COLORS)] _VertexColors ("Enable Vertex Colors", Float) = 0
_VertexColorsAmount ("Vertex Colors Amount", range(0, 1)) = 1
_VertexColorsContrast ("Vertex Colors Contrast", range(0, 25)) = 1
[HeaderGroup(Detail Map)]
_DetailTex ("Detail Map", 2D) = "white" {}
_DetailColor ("Detail Color", Color) = (1, 1, 1, 1)
_DetailBrightness ("Detail Brightness", range(0, 25)) = 1
_DetailContrast ("Detail Contrast", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _DetailBlend ("Detail Blend Mode", Float) = 2
[KeywordEnum(UV1, UV2)] _DetailUV ("Detail UV", Float) = 0
[Toggle(DETAIL_LIGHTING)] _DetailLighting ("Apply To Lighting", Float) = 0
[Toggle(DETAIL_VERTEX_COLORS)] _DetailVertexColors ("Mask With Vertex Color (A)", Float) = 0
[HeaderGroup(Layer 1)]
_Layer1Tex ("Layer Texture", 2D) = "white" {}
_Layer1Color ("Layer Color", Color) = (1, 1, 1, 1)
_Layer1Brightness ("Layer Brightness", range(0, 25)) = 1
_Layer1Alpha ("Layer Alpha", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _Layer1Blend ("Layer Blend Mode", Float) = 0
[KeywordEnum(UV1, UV2)] _Layer1UV ("Layer 1 UV", Float) = 0
[Toggle] _Layer1VertexColor ("Mask With Vertex Color (R)", Float) = 0
[HeaderGroup(Layer 2)]
_Layer2Tex ("Layer Texture", 2D) = "white" {}
_Layer2Color ("Layer Color", Color) = (1, 1, 1, 1)
_Layer2Brightness ("Layer Brightness", range(0, 25)) = 1
_Layer2Alpha ("Layer Alpha", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _Layer2Blend ("Layer Blend Mode", Float) = 0
[KeywordEnum(UV1, UV2)] _Layer2UV ("Layer 2 UV", Float) = 0
[Toggle] _Layer2VertexColor ("Mask With Vertex Color (G)", Float) = 0
[HeaderGroup(Layer 3)]
_Layer3Tex ("Layer Texture", 2D) = "white" {}
_Layer3Color ("Layer Color", Color) = (1, 1, 1, 1)
_Layer3Brightness ("Layer Brightness", range(0, 25)) = 1
_Layer3Alpha ("Layer Alpha", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _Layer3Blend ("Layer Blend Mode", Float) = 0
[KeywordEnum(UV1, UV2)] _Layer3UV ("Layer 3 UV", Float) = 0
[Toggle] _Layer3VertexColor ("Mask With Vertex Color (B)", Float) = 0
[HeaderGroup(Transparency Mask)]
_TransparencyMaskTex ("Transparency Mask", 2D) = "white" {}
_TransparencyMaskAmount ("Mask Amount", range(0, 25)) = 1
_TransparencyMaskContrast ("Mask Contrast", range(0, 25)) = 1
[HeaderGroup(Height Based Colors)]
[Toggle(HEIGHT_COLORS)] _HeightColors ("Enable Height Based Colors", Float) = 0
_HeightColorsColor ("Color", Color) = (1, 1, 1, 1)
_HeightColorsAlpha ("Alpha", range(0, 25)) = 1
_HeightColorsHeight ("Height", range(-100, 100)) = 0
_HeightColorsEdgeThickness ("Edge Thickness", range(0.001, 100)) = 1
_HeightColorsThickness ("Thickness", range(0, 100)) = 0
[Enum(World, 0, Local, 1)] _HeightColorsSpace ("Coordinate Space", Float) = 0
[KeywordEnum(Alpha Blend, Additive, Lit)] _HeightColorsBlend ("Height Colors Blend Mode", Float) = 0
_HeightColorsTex ("Height Colors Texture", 2D) = "white" {}
[HeaderGroup(Shadow Overlay)]
_ShadowOverlayTex ("Shadow Overlay Tex", 2D) = "white" {}
_ShadowOverlayBrightness ("Shadow Brightness", range(0, 2)) = 1
_ShadowOverlaySpeedU ("Shadow Speed U", range(-5, 5)) = 0.1
_ShadowOverlaySpeedV ("Shadow Speed V", range(-5, 5)) = 0.03
_ShadowOverlaySwayAmount ("Shadow Sway Amount", range(0, 0.01)) = 0.01
[KeywordEnum(Scroll, Sway)] _ShadowOverlayAnimation ("Animation Type", Float) = 0
[HeaderGroup(Plant Sway)]
[Toggle(PLANT_SWAY)] _Plant ("Enable Plant Sway", Float) = 0
_PlantSwayAmount ("Sway Amount", range(0, 10)) = 0.15
_PlantSwaySpeed ("Sway Speed", range(0, 10)) = 1
_PlantBaseHeight ("Base Height", range(-100, 100)) = 0
_PlantPhaseVariation ("Phase Variation", range(0, 100)) = 0.3
[KeywordEnum(Plant, Leaf, Vertex Color Alpha)] _PlantType ("Plant Type", Float) = 0
[Toggle(PLANT_SWAY_LOCAL)] _PlantLocal ("Use Local Space", Float) = 0
[HeaderGroup(Outline)]
[Toggle(OUTLINE)] _Outline ("Enable Outline", Float) = 0
_OutlineWidth ("Outline Width", range(0, 0.1)) = 0.002
[Toggle(OUTLINE_WIDTH_INDEPENDENT)] _OutlineWidthIndependent ("Outline Width Camera-Independent", Float) = 0
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_OutlineZPos ("Outline Z Offset", Range(-0.1, 1)) = 0
[Enum(Show, 8, Hide, 6)] _OutlineComp ("Interior Outlines", Float) = 8
_OutlineGroup ("Outline Group", Float) = 0
[HideInInspector] _OutlinePass ("Outline Pass", Float) = 0
[HeaderGroup(Anime)]
[Toggle(ANIME)] _Anime ("Enable Anime", Float) = 0
[HDR] _AnimeColor1 ("Color 1", Color) = (1, 1, 1, 1)
_AnimeThreshold1 ("Luminance Threshold 1", range(0, 3)) = 0.45
[HDR] _AnimeColor2 ("Color 2", Color) = (1.35, 1.35, 1.35, 1)
_AnimeThreshold2 ("Luminance Threshold 2", range(0, 3)) = 0.85
[HDR] _AnimeColor3 ("Color 3", Color) = (2, 2, 2, 1)
_AnimeSoftness ("Softness", range(0, 0.25)) = 0.01
[HeaderGroup(Camera Fade)]
_CameraFadeStart ("Fade Start Distance", range(0, 25)) = 0
_CameraFadeEnd ("Fade End Distance", range(0, 25)) = 0
[Toggle] _CameraFadeInvert ("Invert", Float) = 0
[HeaderGroup(UV Tile Discard)]
[Toggle(UVTILE)] _UVTile ("Enable UV Tile Discard", Float) = 0
[Enum(UV0, 1, UV1, 2, UV2, 3, UV3, 4)] _UVTileDiscardUV ("Discard UV", Float) = 1
[Toggle] _UVTileV3U0 ("v = 3", Float) = 0
[Toggle] _UVTileV3U1 ("", Float) = 0
[Toggle] _UVTileV3U2 ("", Float) = 0
[Toggle] _UVTileV3U3 ("", Float) = 0
[Toggle] _UVTileV2U0 ("v = 2", Float) = 0
[Toggle] _UVTileV2U1 ("", Float) = 0
[Toggle] _UVTileV2U2 ("", Float) = 0
[Toggle] _UVTileV2U3 ("", Float) = 0
[Toggle] _UVTileV1U0 ("v = 1", Float) = 0
[Toggle] _UVTileV1U1 ("", Float) = 0
[Toggle] _UVTileV1U2 ("", Float) = 0
[Toggle] _UVTileV1U3 ("", Float) = 0
[Toggle] _UVTileV0U0 ("v = 0", Float) = 0
[Toggle] _UVTileV0U1 ("", Float) = 0
[Toggle] _UVTileV0U2 ("", Float) = 0
[Toggle] _UVTileV0U3 ("", Float) = 0
[HeaderGroup(Environment And Shadows)]
_AmbientBrightness ("Ambient Brightness", range(0, 25)) = 1
[Toggle(FOG)] _Fog ("Enable Fog", Float) = 1
[Header(Shadows)]
[Toggle(SHADOWS_ENABLED)] _ShadowsEnabled ("Enable Shadows", Float) = 1
[HDR] _ShadowColor ("Shadow Color", Color) = (0.3, 0.3, 0.3, 1)
[HeaderGroup(Culling And Blending)]
[Enum(Opaque, 0, Transparent, 1, Transparent Additive, 2, Transparent Additive Alpha, 3, Opaque Cutout, 4)] _Preset ("Culling And Blend Preset", Float) = 0
[Header(Culling)]
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 2 // Back
[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 1.0 // On
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("Z Test", Float) = 4 // LessEqual
_ZOffset ("Depth Offset", range(-5, 5)) = 0
[Toggle(CUTOUT)] _Cutout ("Cutout Transparency", Float) = 0
_CutoutCutoff ("Cutoff", range(0, 1)) = 0.5
[Header(Blending)]
[Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 1 // One
[Enum(UnityEngine.Rendering.BlendMode)] _DestBlend ("Dest Blend", Float) = 0 // Zero
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Mode", Float) = 0 // Add
[HeaderGroup(Rendering)]
[Toggle(FLAT)] _Flat ("Enable Flat Shading", Float) = 0
}
Subshader {
Name "Normal Shader"
Pass {
Name "UniversalForward"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "UniversalForward" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
Stencil {
Ref [_OutlineGroup]
Pass [_OutlinePass]
}
HLSLPROGRAM
#define URP 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#if UNITY_VERSION >= 202203
#include_with_pragmas "ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
// Uncomment the below features if using them (multiple occurences in file so do a search)
// #pragma multi_compile _ _LIGHT_LAYERS
// #pragma multi_compile _ _LIGHT_COOKIES
// #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
#if UNITY_VERSION > 60001000
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#elif UNITY_VERSION > 202203
#pragma multi_compile _ _FORWARD_PLUS
#endif
#pragma shader_feature BASE_CONTRAST
#pragma shader_feature BASE_SATURATION
#pragma shader_feature DIFFUSE
#pragma shader_feature DIFFUSE_PER_PIXEL
#pragma shader_feature MIXED_LIGHTING
#pragma shader_feature SPECULAR
#pragma shader_feature SPECULAR_MAP
#pragma shader_feature _SPECULARUV_UV1 _SPECULARUV_UV2
#pragma shader_feature SPECULAR_HAIR
#pragma shader_feature RIM
#pragma shader_feature _RIMBLEND_ALPHA_BLEND _RIMBLEND_ADDITIVE _RIMBLEND_MULTIPLY _RIMBLEND_MULTIPLY_LIGHTEN _RIMBLEND_TRANSPARENCY
#pragma shader_feature RIM_DIRECTION
#pragma shader_feature REFLECTION
#pragma shader_feature REFLECTION_TEX
#pragma shader_feature REFLECTION_RIM
#pragma shader_feature REFLECTION_SPECULAR
#pragma shader_feature NORMAL_MAP
#pragma shader_feature NORMAL_MAP2
#pragma shader_feature _NORMALUV_UV1 _NORMALUV_UV2
#pragma shader_feature _NORMALUV2_UV1 _NORMALUV2_UV2
#pragma shader_feature LIGHT_MAP
#pragma shader_feature _LIGHTMAPUV_UV1 _LIGHTMAPUV_UV2
#pragma shader_feature EMISSIVE_MAP
#pragma shader_feature MATCAP
#pragma shader_feature MATCAP_CONTRAST
#pragma shader_feature _MATCAPBLEND_MULTIPLY _MATCAPBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature MATCAP_PERSPECTIVE
#pragma shader_feature MATCAP_STATIC
#pragma shader_feature VERTEX_COLORS
#pragma shader_feature VERTEX_COLORS_CONTRAST
#pragma shader_feature DETAIL
#pragma shader_feature DETAIL_CONTRAST
#pragma shader_feature _DETAILBLEND_ALPHA_BLEND _DETAILBLEND_ADDITIVE _DETAILBLEND_MULTIPLY _DETAILBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _DETAILUV_UV1 _DETAILUV_UV2
#pragma shader_feature DETAIL_LIGHTING
#pragma shader_feature DETAIL_VERTEX_COLORS
#pragma shader_feature LAYER1
#pragma shader_feature _LAYER1BLEND_ALPHA_BLEND _LAYER1BLEND_ADDITIVE _LAYER1BLEND_MULTIPLY _LAYER1BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER1UV_UV1 _LAYER1UV_UV2
#pragma shader_feature LAYER2
#pragma shader_feature _LAYER2BLEND_ALPHA_BLEND _LAYER2BLEND_ADDITIVE _LAYER2BLEND_MULTIPLY _LAYER2BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER2UV_UV1 _LAYER2UV_UV2
#pragma shader_feature LAYER3
#pragma shader_feature _LAYER3BLEND_ALPHA_BLEND _LAYER3BLEND_ADDITIVE _LAYER3BLEND_MULTIPLY _LAYER3BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER3UV_UV1 _LAYER3UV_UV2
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature HEIGHT_COLORS
#pragma shader_feature _HEIGHTCOLORSBLEND_ALPHA_BLEND _HEIGHTCOLORSBLEND_ADDITIVE _HEIGHTCOLORSBLEND_LIT
#pragma shader_feature HEIGHT_COLORS_TEX
#pragma shader_feature SHADOW_OVERLAY
#pragma shader_feature _SHADOWOVERLAYANIMATION_SCROLL _SHADOWOVERLAYANIMATION_SWAY
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature ANIME
#pragma shader_feature ANIME_SOFT
#pragma shader_feature CAMERA_FADE
#pragma shader_feature UVTILE
#pragma shader_feature AMBIENT
#pragma shader_feature FOG
#pragma shader_feature SHADOWS_ENABLED
#pragma shader_feature ZOFFSET
#pragma shader_feature CUTOUT
#pragma shader_feature FLAT
ENDHLSL
}
Pass {
Name "Outline"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "SRPDefaultUnlit" }
Cull Front
Blend One Zero
Stencil {
Ref [_OutlineGroup]
Comp [_OutlineComp]
}
HLSLPROGRAM
#define URP 1
#define OUTLINE_PASS 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature OUTLINE
#pragma shader_feature OUTLINE_WIDTH_INDEPENDENT
#pragma shader_feature OUTLINE_PASS_DISABLED
#pragma shader_feature CAMERA_FADE
#pragma shader_feature UVTILE
#pragma shader_feature ZOFFSET
#pragma shader_feature CUTOUT
ENDHLSL
}
Pass {
Name "ShadowCaster"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "ShadowCaster" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
HLSLPROGRAM
#define URP 1
#define SHADOW_CASTER 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature UVTILE
#pragma shader_feature CUTOUT
ENDHLSL
}
Pass {
Name "DepthOnly"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "DepthOnly" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
HLSLPROGRAM
#define URP 1
#define DEPTH 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature UVTILE
#pragma shader_feature CUTOUT
ENDHLSL
}
Pass {
Name "DepthNormals"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "DepthNormals" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
HLSLPROGRAM
#define URP 1
#define DEPTH_NORMALS 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature UVTILE
#pragma shader_feature CUTOUT
ENDHLSL
}
Pass {
Name "Meta"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "Meta" }
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
HLSLPROGRAM
#define URP 1
#define META 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
// #pragma multi_compile _ _LIGHT_LAYERS
#pragma shader_feature BASE_CONTRAST
#pragma shader_feature EMISSIVE_MAP
#pragma shader_feature MATCAP
#pragma shader_feature MATCAP_CONTRAST
#pragma shader_feature _MATCAPBLEND_MULTIPLY _MATCAPBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature VERTEX_COLORS
#pragma shader_feature VERTEX_COLORS_CONTRAST
#pragma shader_feature DETAIL
#pragma shader_feature DETAIL_CONTRAST
#pragma shader_feature _DETAILBLEND_ALPHA_BLEND _DETAILBLEND_ADDITIVE _DETAILBLEND_MULTIPLY _DETAILBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _DETAILUV_UV1 _DETAILUV_UV2
#pragma shader_feature DETAIL_LIGHTING
#pragma shader_feature DETAIL_VERTEX_COLORS
#pragma shader_feature LAYER1
#pragma shader_feature _LAYER1BLEND_ALPHA_BLEND _LAYER1BLEND_ADDITIVE _LAYER1BLEND_MULTIPLY _LAYER1BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER1UV_UV1 _LAYER1UV_UV2
#pragma shader_feature LAYER2
#pragma shader_feature _LAYER2BLEND_ALPHA_BLEND _LAYER2BLEND_ADDITIVE _LAYER2BLEND_MULTIPLY _LAYER2BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER2UV_UV1 _LAYER2UV_UV2
#pragma shader_feature LAYER3
#pragma shader_feature _LAYER3BLEND_ALPHA_BLEND _LAYER3BLEND_ADDITIVE _LAYER3BLEND_MULTIPLY _LAYER3BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER3UV_UV1 _LAYER3UV_UV2
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature HEIGHT_COLORS
#pragma shader_feature _HEIGHTCOLORSBLEND_ALPHA_BLEND _HEIGHTCOLORSBLEND_ADDITIVE _HEIGHTCOLORSBLEND_LIT
#pragma shader_feature HEIGHT_COLORS_TEX
#pragma shader_feature UVTILE
#pragma shader_feature CUTOUT
ENDHLSL
}
}
Subshader {
Name "Fallback Shader"
Pass {
Name "Fallback"
Tags { "RenderPipeline" = "UniversalPipeline" "LightMode" = "UniversalForward" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
HLSLPROGRAM
#define URP 1
#define FALLBACK_PASS 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#if UNITY_VERSION >= 202203
#include_with_pragmas "ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "OmniShadeCore.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
// #pragma multi_compile _ LIGHTMAP_ON
// #pragma multi_compile _ _LIGHT_LAYERS
// #pragma multi_compile _ _LIGHT_COOKIES
#pragma shader_feature BASE_SATURATION
#pragma shader_feature DIFFUSE
#pragma shader_feature MIXED_LIGHTING
#pragma shader_feature SPECULAR
#pragma shader_feature RIM
#pragma shader_feature _RIMBLEND_ALPHA_BLEND _RIMBLEND_ADDITIVE _RIMBLEND_MULTIPLY _RIMBLEND_MULTIPLY_LIGHTEN _RIMBLEND_TRANSPARENCY
#pragma shader_feature LIGHT_MAP
#pragma shader_feature _LIGHTMAPUV_UV1 _LIGHTMAPUV_UV2
#pragma shader_feature MATCAP
#pragma shader_feature _MATCAPBLEND_MULTIPLY _MATCAPBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature MATCAP_STATIC
#pragma shader_feature VERTEX_COLORS
#pragma shader_feature LAYER1
#pragma shader_feature _LAYER1BLEND_ALPHA_BLEND _LAYER1BLEND_ADDITIVE _LAYER1BLEND_MULTIPLY _LAYER1BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER1UV_UV1 _LAYER1UV_UV2
#pragma shader_feature LAYER2
#pragma shader_feature _LAYER2BLEND_ALPHA_BLEND _LAYER2BLEND_ADDITIVE _LAYER2BLEND_MULTIPLY _LAYER2BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER2UV_UV1 _LAYER2UV_UV2
#pragma shader_feature LAYER3
#pragma shader_feature _LAYER3BLEND_ALPHA_BLEND _LAYER3BLEND_ADDITIVE _LAYER3BLEND_MULTIPLY _LAYER3BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER3UV_UV1 _LAYER3UV_UV2
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature ANIME
#pragma shader_feature UVTILE
#pragma shader_feature AMBIENT
#pragma shader_feature FOG
#pragma shader_feature ZOFFSET
#pragma shader_feature CUTOUT
#pragma shader_feature FLAT
ENDHLSL
}
}
CustomEditor "OmniShadeGUI"
// float4 color : COLOR; This line is for Polybrush support
}

View File

@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: a2a06e22c08354d9699356710b69ca9c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 215111
packageName: OmniShade - Mobile Optimized Shader
packageVersion: 1.9.5
assetPath: Assets/OmniShade/Shaders/OmniShade URP.shader
uploadId: 825160

View File

@@ -0,0 +1,493 @@
//------------------------------------
// OmniShade
// Copyright© 2025 OmniShade
//------------------------------------
Shader "OmniShade/Standard" {
Properties {
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Brightness ("Brightness", range(0, 25)) = 1
_Contrast ("Contrast", range(0, 25)) = 1
_Saturation ("Saturation", range(0, 2)) = 1
[Toggle] _IgnoreMainTexAlpha ("Ignore Main Texture Alpha", Float) = 0
[HeaderGroup(Diffuse)]
[Toggle(DIFFUSE)] _Diffuse ("Enable Diffuse", Float) = 1
_DiffuseWrap ("Diffuse Softness", range(-1, 1)) = 0
_DiffuseBrightness ("Diffuse Brightness", range(0, 25)) = 1
_DiffuseContrast ("Diffuse Contrast", range(0.01, 25)) = 1
[Toggle(DIFFUSE_PER_PIXEL)] _DiffusePerPixel ("Per-Pixel Point Lights", Float) = 0
[HeaderGroup(Specular)]
[Toggle(SPECULAR)] _Specular ("Enable Specular", Float) = 0
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_SpecularBrightness ("Specular Brightness", range(0, 25)) = 1
[PowerSlider(10)] _SpecularSmoothness ("Specular Smoothness", range(1, 500)) = 20
_SpecularTex ("Specular Map", 2D) = "white" {}
[KeywordEnum(UV1, UV2)] _SpecularUV ("Specular UV", Float) = 0
[Toggle(SPECULAR_HAIR)] _SpecularHair ("Specular Hair", Float) = 0
[HeaderGroup(Normal Map)]
[Normal] _NormalTex ("Normal Map", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _NormalUV ("Normal Map UV", Float) = 0
_NormalStrength ("Normal Strength", range(0, 5)) = 1
[Normal] _NormalTex2 ("Normal Map 2", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _NormalUV2 ("Normal Map 2 UV", Float) = 0
_Normal2Strength ("Normal 2 Strength", range(0, 5)) = 1
[HeaderGroup(Occlusion Map)]
_LightmapTex ("Occlusion Map", 2D) = "white" {}
_LightmapColor ("Occlusion Color", Color) = (1, 1, 1, 1)
_LightmapBrightness ("Occlusion Brightness", range(0, 25)) = 1
[KeywordEnum(UV1, UV2)] _LightmapUV ("Occlusion UV", Float) = 0
[HeaderGroup(Rim Light)]
[Toggle(RIM)] _Rim ("Enable Rim Light", Float) = 0
[HDR] _RimColor ("Rim Color", Color) = (1, 1, 1, 1)
_RimAmount ("Rim Amount", range(0, 25)) = 1
_RimContrast ("Rim Contrast", range(0, 50)) = 5
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten, Transparency)] _RimBlend ("Rim Blend Mode", Float) = 1
[Toggle] _RimInverse ("Rim Invert", Float) = 0
_RimDirection ("Rim Direction", Vector) = (0, 0, 0, 0)
[HeaderGroup(Reflection)]
[Toggle(REFLECTION)] _Reflection ("Enable Reflection", Float) = 0
[NoScaleOffset] _ReflectionTex ("Reflection Cubemap", Cube) = "" {}
[HDR] _ReflectionColor ("Reflection Color", Color) = (1, 1, 1, 1)
_ReflectionAmount ("Reflection Amount", range(0, 1)) = 1
[Toggle(REFLECTION_RIM)] _ReflectionRim ("Mask With Rim", Float) = 0
[Toggle(REFLECTION_SPECULAR)] _ReflectionSpecular ("Mask With Specular Map", Float) = 0
[HeaderGroup(Emissive)]
[HDR] _Emissive ("Emissive Color", Color) = (0, 0, 0, 0)
_EmissiveTex ("Emissive Map", 2D) = "white" {}
[HeaderGroup(MatCap)]
_MatCapTex ("MatCap Texture", 2D) = "black" {}
_MatCapColor ("MatCap Color", Color) = (1, 1, 1, 1)
_MatCapBrightness ("MatCap Brightness", range(0, 25)) = 1
_MatCapContrast ("MatCap Contrast", range(0, 25)) = 1
[KeywordEnum(Multiply, Multiply Lighten)] _MatCapBlend ("MatCap Blend Mode", Float) = 0
[Toggle(MATCAP_PERSPECTIVE)] _MatCapPerspective ("Perspective Correction", Float) = 1
[Toggle(MATCAP_STATIC)] _MatCapStatic ("Use Static Rotation", Float) = 0
_MatCapRot ("MatCap Static Rotation", Vector) = (0, 0, 0, 0)
[HeaderGroup(Vertex Colors)]
[Toggle(VERTEX_COLORS)] _VertexColors ("Enable Vertex Colors", Float) = 0
_VertexColorsAmount ("Vertex Colors Amount", range(0, 1)) = 1
_VertexColorsContrast ("Vertex Colors Contrast", range(0, 25)) = 1
[HeaderGroup(Detail Map)]
_DetailTex ("Detail Map", 2D) = "white" {}
_DetailColor ("Detail Color", Color) = (1, 1, 1, 1)
_DetailBrightness ("Detail Brightness", range(0, 25)) = 1
_DetailContrast ("Detail Contrast", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _DetailBlend ("Detail Blend Mode", Float) = 2
[KeywordEnum(UV1, UV2)] _DetailUV ("Detail UV", Float) = 0
[Toggle(DETAIL_LIGHTING)] _DetailLighting ("Apply To Lighting", Float) = 0
[Toggle(DETAIL_VERTEX_COLORS)] _DetailVertexColors ("Mask With Vertex Color (A)", Float) = 0
[HeaderGroup(Layer 1)]
_Layer1Tex ("Layer Texture", 2D) = "white" {}
_Layer1Color ("Layer Color", Color) = (1, 1, 1, 1)
_Layer1Brightness ("Layer Brightness", range(0, 25)) = 1
_Layer1Alpha ("Layer Alpha", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _Layer1Blend ("Layer Blend Mode", Float) = 0
[KeywordEnum(UV1, UV2)] _Layer1UV ("Layer 1 UV", Float) = 0
[Toggle] _Layer1VertexColor ("Mask With Vertex Color (R)", Float) = 0
[HeaderGroup(Layer 2)]
_Layer2Tex ("Layer Texture", 2D) = "white" {}
_Layer2Color ("Layer Color", Color) = (1, 1, 1, 1)
_Layer2Brightness ("Layer Brightness", range(0, 25)) = 1
_Layer2Alpha ("Layer Alpha", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _Layer2Blend ("Layer Blend Mode", Float) = 0
[KeywordEnum(UV1, UV2)] _Layer2UV ("Layer 2 UV", Float) = 0
[Toggle] _Layer2VertexColor ("Mask With Vertex Color (G)", Float) = 0
[HeaderGroup(Layer 3)]
_Layer3Tex ("Layer Texture", 2D) = "white" {}
_Layer3Color ("Layer Color", Color) = (1, 1, 1, 1)
_Layer3Brightness ("Layer Brightness", range(0, 25)) = 1
_Layer3Alpha ("Layer Alpha", range(0, 25)) = 1
[KeywordEnum(Alpha Blend, Additive, Multiply, Multiply Lighten)] _Layer3Blend ("Layer Blend Mode", Float) = 0
[KeywordEnum(UV1, UV2)] _Layer3UV ("Layer 3 UV", Float) = 0
[Toggle] _Layer3VertexColor ("Mask With Vertex Color (B)", Float) = 0
[HeaderGroup(Transparency Mask)]
_TransparencyMaskTex ("Transparency Mask", 2D) = "white" {}
_TransparencyMaskAmount ("Mask Amount", range(0, 25)) = 1
_TransparencyMaskContrast ("Mask Contrast", range(0, 25)) = 1
[HeaderGroup(Height Based Colors)]
[Toggle(HEIGHT_COLORS)] _HeightColors ("Enable Height Based Colors", Float) = 0
_HeightColorsColor ("Color", Color) = (1, 1, 1, 1)
_HeightColorsAlpha ("Alpha", range(0, 25)) = 1
_HeightColorsHeight ("Height", range(-100, 100)) = 0
_HeightColorsEdgeThickness ("Edge Thickness", range(0.001, 100)) = 1
_HeightColorsThickness ("Thickness", range(0, 100)) = 0
[Enum(World, 0, Local, 1)] _HeightColorsSpace ("Coordinate Space", Float) = 0
[KeywordEnum(Alpha Blend, Additive, Lit)] _HeightColorsBlend ("Height Colors Blend Mode", Float) = 0
_HeightColorsTex ("Height Colors Texture", 2D) = "white" {}
[HeaderGroup(Shadow Overlay)]
_ShadowOverlayTex ("Shadow Overlay Tex", 2D) = "white" {}
_ShadowOverlayBrightness ("Shadow Brightness", range(0, 2)) = 1
_ShadowOverlaySpeedU ("Shadow Speed U", range(-5, 5)) = 0.1
_ShadowOverlaySpeedV ("Shadow Speed V", range(-5, 5)) = 0.03
_ShadowOverlaySwayAmount ("Shadow Sway Amount", range(0, 0.01)) = 0.01
[KeywordEnum(Scroll, Sway)] _ShadowOverlayAnimation ("Animation Type", Float) = 0
[HeaderGroup(Plant Sway)]
[Toggle(PLANT_SWAY)] _Plant ("Enable Plant Sway", Float) = 0
_PlantSwayAmount ("Sway Amount", range(0, 10)) = 0.15
_PlantSwaySpeed ("Sway Speed", range(0, 10)) = 1
_PlantBaseHeight ("Base Height", range(-100, 100)) = 0
_PlantPhaseVariation ("Phase Variation", range(0, 100)) = 0.3
[KeywordEnum(Plant, Leaf, Vertex Color Alpha)] _PlantType ("Plant Type", Float) = 0
[Toggle(PLANT_SWAY_LOCAL)] _PlantLocal ("Use Local Space", Float) = 0
[HeaderGroup(Outline)]
[Toggle(OUTLINE)] _Outline ("Enable Outline", Float) = 0
_OutlineWidth ("Outline Width", range(0, 0.1)) = 0.002
[Toggle(OUTLINE_WIDTH_INDEPENDENT)] _OutlineWidthIndependent ("Outline Width Camera-Independent", Float) = 0
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_OutlineZPos ("Outline Z Offset", Range(-0.1, 1)) = 0
[Enum(Show, 8, Hide, 6)] _OutlineComp ("Interior Outlines", Float) = 8
_OutlineGroup ("Outline Group", Float) = 0
[HideInInspector] _OutlinePass ("Outline Pass", Float) = 0
[HeaderGroup(Anime)]
[Toggle(ANIME)] _Anime ("Enable Anime", Float) = 0
[HDR] _AnimeColor1 ("Color 1", Color) = (1, 1, 1, 1)
_AnimeThreshold1 ("Luminance Threshold 1", range(0, 3)) = 0.45
[HDR] _AnimeColor2 ("Color 2", Color) = (1.35, 1.35, 1.35, 1)
_AnimeThreshold2 ("Luminance Threshold 2", range(0, 3)) = 0.85
[HDR] _AnimeColor3 ("Color 3", Color) = (2, 2, 2, 1)
_AnimeSoftness ("Softness", range(0, 0.25)) = 0.01
[HeaderGroup(Camera Fade)]
_CameraFadeStart ("Fade Start Distance", range(0, 25)) = 0
_CameraFadeEnd ("Fade End Distance", range(0, 25)) = 0
[Toggle] _CameraFadeInvert ("Invert", Float) = 0
[HeaderGroup(UV Tile Discard)]
[Toggle(UVTILE)] _UVTile ("Enable UV Tile Discard", Float) = 0
[Enum(UV0, 1, UV1, 2, UV2, 3, UV3, 4)] _UVTileDiscardUV ("Discard UV", Float) = 1
[Toggle] _UVTileV3U0 ("v = 3", Float) = 0
[Toggle] _UVTileV3U1 ("", Float) = 0
[Toggle] _UVTileV3U2 ("", Float) = 0
[Toggle] _UVTileV3U3 ("", Float) = 0
[Toggle] _UVTileV2U0 ("v = 2", Float) = 0
[Toggle] _UVTileV2U1 ("", Float) = 0
[Toggle] _UVTileV2U2 ("", Float) = 0
[Toggle] _UVTileV2U3 ("", Float) = 0
[Toggle] _UVTileV1U0 ("v = 1", Float) = 0
[Toggle] _UVTileV1U1 ("", Float) = 0
[Toggle] _UVTileV1U2 ("", Float) = 0
[Toggle] _UVTileV1U3 ("", Float) = 0
[Toggle] _UVTileV0U0 ("v = 0", Float) = 0
[Toggle] _UVTileV0U1 ("", Float) = 0
[Toggle] _UVTileV0U2 ("", Float) = 0
[Toggle] _UVTileV0U3 ("", Float) = 0
[HeaderGroup(Environment And Shadows)]
_AmbientBrightness ("Ambient Brightness", range(0, 25)) = 1
[Toggle(FOG)] _Fog ("Enable Fog", Float) = 1
[Header(Shadows)]
[Toggle(SHADOWS_ENABLED)] _ShadowsEnabled ("Enable Shadows", Float) = 1
[HDR] _ShadowColor ("Shadow Color", Color) = (0.3, 0.3, 0.3, 1)
[HeaderGroup(Culling And Blending)]
[Enum(Opaque, 0, Transparent, 1, Transparent Additive, 2, Transparent Additive Alpha, 3, Opaque Cutout, 4)] _Preset ("Culling And Blend Preset", Float) = 0
[Header(Culling)]
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 2 // Back
[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 1.0 // On
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("Z Test", Float) = 4 // LessEqual
_ZOffset ("Depth Offset", range(-5, 5)) = 0
[Toggle(CUTOUT)] _Cutout ("Cutout Transparency", Float) = 0
_CutoutCutoff ("Cutoff", range(0, 1)) = 0.5
[Header(Blending)]
[Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 1 // One
[Enum(UnityEngine.Rendering.BlendMode)] _DestBlend ("Dest Blend", Float) = 0 // Zero
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Mode", Float) = 0 // Add
[HeaderGroup(Rendering)]
[Toggle(FLAT)] _Flat ("Enable Flat Shading", Float) = 0
}
Subshader {
Name "Normal Shader"
Pass {
Name "ForwardBase"
Tags { "LightMode" = "ForwardBase" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
Stencil {
Ref [_OutlineGroup]
Pass [_OutlinePass]
}
CGPROGRAM
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile _ VERTEXLIGHT_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ SHADOWS_SCREEN
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma shader_feature BASE_CONTRAST
#pragma shader_feature BASE_SATURATION
#pragma shader_feature DIFFUSE
#pragma shader_feature DIFFUSE_PER_PIXEL
#pragma shader_feature MIXED_LIGHTING
#pragma shader_feature SPECULAR
#pragma shader_feature SPECULAR_MAP
#pragma shader_feature _SPECULARUV_UV1 _SPECULARUV_UV2
#pragma shader_feature SPECULAR_HAIR
#pragma shader_feature RIM
#pragma shader_feature _RIMBLEND_ALPHA_BLEND _RIMBLEND_ADDITIVE _RIMBLEND_MULTIPLY _RIMBLEND_MULTIPLY_LIGHTEN _RIMBLEND_TRANSPARENCY
#pragma shader_feature RIM_DIRECTION
#pragma shader_feature REFLECTION
#pragma shader_feature REFLECTION_TEX
#pragma shader_feature REFLECTION_RIM
#pragma shader_feature REFLECTION_SPECULAR
#pragma shader_feature NORMAL_MAP
#pragma shader_feature NORMAL_MAP2
#pragma shader_feature _NORMALUV_UV1 _NORMALUV_UV2
#pragma shader_feature _NORMALUV2_UV1 _NORMALUV2_UV2
#pragma shader_feature LIGHT_MAP
#pragma shader_feature _LIGHTMAPUV_UV1 _LIGHTMAPUV_UV2
#pragma shader_feature EMISSIVE_MAP
#pragma shader_feature MATCAP
#pragma shader_feature MATCAP_CONTRAST
#pragma shader_feature _MATCAPBLEND_MULTIPLY _MATCAPBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature MATCAP_PERSPECTIVE
#pragma shader_feature MATCAP_STATIC
#pragma shader_feature VERTEX_COLORS
#pragma shader_feature VERTEX_COLORS_CONTRAST
#pragma shader_feature DETAIL
#pragma shader_feature DETAIL_CONTRAST
#pragma shader_feature _DETAILBLEND_ALPHA_BLEND _DETAILBLEND_ADDITIVE _DETAILBLEND_MULTIPLY _DETAILBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _DETAILUV_UV1 _DETAILUV_UV2
#pragma shader_feature DETAIL_LIGHTING
#pragma shader_feature DETAIL_VERTEX_COLORS
#pragma shader_feature LAYER1
#pragma shader_feature _LAYER1BLEND_ALPHA_BLEND _LAYER1BLEND_ADDITIVE _LAYER1BLEND_MULTIPLY _LAYER1BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER1UV_UV1 _LAYER1UV_UV2
#pragma shader_feature LAYER2
#pragma shader_feature _LAYER2BLEND_ALPHA_BLEND _LAYER2BLEND_ADDITIVE _LAYER2BLEND_MULTIPLY _LAYER2BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER2UV_UV1 _LAYER2UV_UV2
#pragma shader_feature LAYER3
#pragma shader_feature _LAYER3BLEND_ALPHA_BLEND _LAYER3BLEND_ADDITIVE _LAYER3BLEND_MULTIPLY _LAYER3BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER3UV_UV1 _LAYER3UV_UV2
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature HEIGHT_COLORS
#pragma shader_feature _HEIGHTCOLORSBLEND_ALPHA_BLEND _HEIGHTCOLORSBLEND_ADDITIVE _HEIGHTCOLORSBLEND_LIT
#pragma shader_feature HEIGHT_COLORS_TEX
#pragma shader_feature SHADOW_OVERLAY
#pragma shader_feature _SHADOWOVERLAYANIMATION_SCROLL _SHADOWOVERLAYANIMATION_SWAY
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature ANIME
#pragma shader_feature ANIME_SOFT
#pragma shader_feature CAMERA_FADE
#pragma shader_feature UVTILE
#pragma shader_feature AMBIENT
#pragma shader_feature FOG
#pragma shader_feature SHADOWS_ENABLED
#pragma shader_feature ZOFFSET
#pragma shader_feature CUTOUT
#pragma shader_feature FLAT
ENDCG
}
Pass {
Name "Outline"
Tags { "LightMode" = "Always" }
Cull Front
Blend One Zero
Stencil {
Ref [_OutlineGroup]
Comp [_OutlineComp]
}
CGPROGRAM
#define OUTLINE_PASS 1
#include "UnityCG.cginc"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature OUTLINE
#pragma shader_feature OUTLINE_WIDTH_INDEPENDENT
#pragma shader_feature OUTLINE_PASS_DISABLED
#pragma shader_feature CAMERA_FADE
#pragma shader_feature UVTILE
#pragma shader_feature ZOFFSET
#pragma shader_feature CUTOUT
ENDCG
}
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
CGPROGRAM
#define SHADOW_CASTER 1
#include "UnityCG.cginc"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature PLANT_SWAY
#pragma shader_feature PLANT_SWAY_LOCAL
#pragma shader_feature _PLANTTYPE_PLANT _PLANTTYPE_LEAF _PLANTTYPE_VERTEX_COLOR_ALPHA
#pragma shader_feature UVTILE
#pragma shader_feature CUTOUT
ENDCG
}
Pass {
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
CGPROGRAM
#define META 1
#include "UnityCG.cginc"
#include "UnityMetaPass.cginc"
#include "OmniShadeCore.cginc"
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma shader_feature BASE_CONTRAST
#pragma shader_feature EMISSIVE_MAP
#pragma shader_feature MATCAP
#pragma shader_feature MATCAP_CONTRAST
#pragma shader_feature _MATCAPBLEND_MULTIPLY _MATCAPBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature VERTEX_COLORS
#pragma shader_feature VERTEX_COLORS_CONTRAST
#pragma shader_feature DETAIL
#pragma shader_feature DETAIL_CONTRAST
#pragma shader_feature _DETAILBLEND_ALPHA_BLEND _DETAILBLEND_ADDITIVE _DETAILBLEND_MULTIPLY _DETAILBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _DETAILUV_UV1 _DETAILUV_UV2
#pragma shader_feature DETAIL_LIGHTING
#pragma shader_feature DETAIL_VERTEX_COLORS
#pragma shader_feature LAYER1
#pragma shader_feature _LAYER1BLEND_ALPHA_BLEND _LAYER1BLEND_ADDITIVE _LAYER1BLEND_MULTIPLY _LAYER1BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER1UV_UV1 _LAYER1UV_UV2
#pragma shader_feature LAYER2
#pragma shader_feature _LAYER2BLEND_ALPHA_BLEND _LAYER2BLEND_ADDITIVE _LAYER2BLEND_MULTIPLY _LAYER2BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER2UV_UV1 _LAYER2UV_UV2
#pragma shader_feature LAYER3
#pragma shader_feature _LAYER3BLEND_ALPHA_BLEND _LAYER3BLEND_ADDITIVE _LAYER3BLEND_MULTIPLY _LAYER3BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER3UV_UV1 _LAYER3UV_UV2
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature TRANSPARENCY_MASK_CONTRAST
#pragma shader_feature HEIGHT_COLORS
#pragma shader_feature _HEIGHTCOLORSBLEND_ALPHA_BLEND _HEIGHTCOLORSBLEND_ADDITIVE _HEIGHTCOLORSBLEND_LIT
#pragma shader_feature HEIGHT_COLORS_TEX
#pragma shader_feature UVTILE
#pragma shader_feature CUTOUT
ENDCG
}
}
Subshader {
Name "Fallback Shader"
Pass {
Name "Fallback"
Tags { "LightMode" = "ForwardBase" }
Cull [_Cull]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SourceBlend][_DestBlend]
BlendOp [_BlendOp]
CGPROGRAM
#define FALLBACK_PASS 1
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "OmniShadeCore.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _ LIGHTMAP_ON
#pragma shader_feature BASE_SATURATION
#pragma shader_feature DIFFUSE
#pragma shader_feature MIXED_LIGHTING
#pragma shader_feature SPECULAR
#pragma shader_feature RIM
#pragma shader_feature _RIMBLEND_ALPHA_BLEND _RIMBLEND_ADDITIVE _RIMBLEND_MULTIPLY _RIMBLEND_MULTIPLY_LIGHTEN _RIMBLEND_TRANSPARENCY
#pragma shader_feature LIGHT_MAP
#pragma shader_feature _LIGHTMAPUV_UV1 _LIGHTMAPUV_UV2
#pragma shader_feature MATCAP
#pragma shader_feature _MATCAPBLEND_MULTIPLY _MATCAPBLEND_MULTIPLY_LIGHTEN
#pragma shader_feature MATCAP_STATIC
#pragma shader_feature VERTEX_COLORS
#pragma shader_feature LAYER1
#pragma shader_feature _LAYER1BLEND_ALPHA_BLEND _LAYER1BLEND_ADDITIVE _LAYER1BLEND_MULTIPLY _LAYER1BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER1UV_UV1 _LAYER1UV_UV2
#pragma shader_feature LAYER2
#pragma shader_feature _LAYER2BLEND_ALPHA_BLEND _LAYER2BLEND_ADDITIVE _LAYER2BLEND_MULTIPLY _LAYER2BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER2UV_UV1 _LAYER2UV_UV2
#pragma shader_feature LAYER3
#pragma shader_feature _LAYER3BLEND_ALPHA_BLEND _LAYER3BLEND_ADDITIVE _LAYER3BLEND_MULTIPLY _LAYER3BLEND_MULTIPLY_LIGHTEN
#pragma shader_feature _LAYER3UV_UV1 _LAYER3UV_UV2
#pragma shader_feature TRANSPARENCY_MASK
#pragma shader_feature ANIME
#pragma shader_feature UVTILE
#pragma shader_feature AMBIENT
#pragma shader_feature FOG
#pragma shader_feature ZOFFSET
#pragma shader_feature CUTOUT
#pragma shader_feature FLAT
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "OmniShadeGUI"
// float4 color : COLOR; This line is for Polybrush support
}

View File

@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: 124e8c1d64ac24c13aa406f05ca2d222
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 215111
packageName: OmniShade - Mobile Optimized Shader
packageVersion: 1.9.5
assetPath: Assets/OmniShade/Shaders/OmniShade.shader
uploadId: 825160

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: 81c9824bf6e9543afb028b75f8d514c1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 215111
packageName: OmniShade - Mobile Optimized Shader
packageVersion: 1.9.5
assetPath: Assets/OmniShade/Shaders/OmniShadeCore.cginc
uploadId: 825160

View File

@@ -0,0 +1,283 @@
//------------------------------------
// OmniShade
// Copyright© 2025 OmniShade
//------------------------------------
//////////////////////////////////////////////////////////////////////////////////////////
// Mapping from Built-In to URP
//////////////////////////////////////////////////////////////////////////////////////////
#if URP
// Vertex input structure
struct appdata_full {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// Function renames
#define _LightColor0 (_MainLightColor * unity_ProbesOcclusion.r)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UnityObjectToClipPos TransformObjectToHClip
#define UnityObjectToWorldNormal TransformObjectToWorldNormal
#define UnityObjectToWorldDir TransformObjectToWorldDir
#define ShadeSH9(x) SampleSH(x.rgb)
#define UnityMetaInput MetaInput
#define UnityMetaVertexPosition MetaVertexPosition
#define UnityMetaFragment MetaFragment
#ifndef unity_LightData
#define unity_LightData unity_LightData.rgb
#endif
#define unity_ShadowColor _SubtractiveShadowColor
// Macro definitions
#define UNITY_PI 3.14159265359f
#define UNITY_INITIALIZE_OUTPUT ZERO_INITIALIZE
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samplertex, coord) tex.Sample (sampler##samplertex,coord)
#define UNITY_TRANSFER_FOG(o, outpos) o.fogCoord = ComputeFogFactor(outpos.z);
#define UNITY_APPLY_FOG(coord, col) col = MixFog(col, coord);
#define UNITY_LIGHT_ATTENUATION(atten, i, pos_world) half atten = UnityLightAttenuation(pos_world);
#define TRANSFER_SHADOW_CAST(o, v) o.pos = GetShadowPositionClip(v.vertex.xyz, v.normal);
#define UNITY_LIGHTDATA
#if !defined(LIGHT_LOOP_BEGIN)
#define LIGHT_LOOP_BEGIN(lightCount) \
for (uint lightIndex = 0u; lightIndex < lightCount; ++lightIndex) {
#define LIGHT_LOOP_END }
#endif
// Functions missing from built-in
float3 UnityObjectToViewPos(float3 pos) {
return TransformWorldToView(TransformObjectToWorld(pos));
}
float3 WorldSpaceViewDir(float4 vertex) {
float3 worldPos = TransformObjectToWorld(vertex.xyz);
float3 camPos = float3(
unity_CameraToWorld[0][3],
unity_CameraToWorld[1][3],
unity_CameraToWorld[2][3]
);
return camPos.xyz - worldPos;
}
half3 DecodeHDR (half4 data, half4 decodeInstructions) {
half alpha = decodeInstructions.w * (data.a - 1.0) + 1.0;
#if defined(UNITY_COLORSPACE_GAMMA)
return (decodeInstructions.x * alpha) * data.rgb;
#else
#if defined(UNITY_USE_NATIVE_HDR)
return decodeInstructions.x * data.rgb;
#else
return (decodeInstructions.x * pow(alpha, decodeInstructions.y)) * data.rgb;
#endif
#endif
}
half3 DecodeDirectionalLightmap (half3 color, half4 dirTex, half3 normalWorld) {
half halfLambert = dot(normalWorld, dirTex.xyz - 0.5) + 0.5;
return color * halfLambert / max(1e-4h, dirTex.w);
}
#if LIGHTMAP_ON
half3 SampleUnityLightmap(float2 uv) {
return SampleSingleLightmap(
TEXTURE2D_ARGS(unity_Lightmap, samplerunity_Lightmap),
uv,
float4(1.0, 1.0, 0.0, 0.0),
#if defined(UNITY_LIGHTMAP_FULL_HDR)
false,
#else
true,
#endif
float4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0, 0.0)
);
}
#endif
// Custom functions
#if SHADOWS_ENABLED
half UnityLightAttenuation(float3 pos_world) {
VertexPositionInputs vi = (VertexPositionInputs)0;
vi.positionWS = pos_world;
float4 shadowCoord = GetShadowCoord(vi);
half atten = MainLightRealtimeShadow(shadowCoord);
#if UNITY_VERSION >= 202102
half shadowFade = GetMainLightShadowFade(pos_world);
atten = lerp(atten, 1, shadowFade);
#endif
return atten;
}
#endif
#if SHADOW_CASTER
float4 GetShadowPositionClip(float3 vertex, float3 normal) {
float3 positionWS = TransformObjectToWorld(vertex);
float3 normalWS = TransformObjectToWorldNormal(normal);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
#endif
#if _ADDITIONAL_LIGHTS
half AdditionalLightsShadow(uint lightIndex, half3 pos_world, Light light) {
#if SHADOWS_ENABLED
#if (USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP)
int perObjectLightIndex = lightIndex;
#else
int perObjectLightIndex = GetPerObjectLightIndex(lightIndex);
#endif
#if UNITY_VERSION >= 202102
half shadow = AdditionalLightRealtimeShadow(perObjectLightIndex, pos_world, light.direction);
shadow = lerp(shadow, 1, GetAdditionalLightShadowFade(pos_world));
#else
half shadow = AdditionalLightRealtimeShadow(perObjectLightIndex, pos_world);
#endif
return shadow;
#else
return 1;
#endif
}
#endif
half3 AdditionalLightsFrag(half3 pos_world, half3 nor_world, half4 pos_clip, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
half3 col_diffuse = 0;
#if _ADDITIONAL_LIGHTS
uint lightsCount = GetAdditionalLightsCount();
#if (USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP)
InputData inputData = (InputData)0;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(pos_clip);
inputData.positionWS = pos_world;
#endif
LIGHT_LOOP_BEGIN(lightsCount)
Light light = GetAdditionalLight(lightIndex, pos_world);
#if (_LIGHT_LAYERS && UNITY_VERSION >= 202102)
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
half ndotl = max(0, dot(light.direction, nor_world));
ndotl = max(0, lerp(ndotl, 1, _DiffuseWrap));
ndotl = pow(ndotl, _DiffuseContrast) * _DiffuseBrightness;
half diff = ndotl;
// This line is not supported in vertex shader since it samples a texture
// so it is omitted from AdditionalLightsVert()
half atten = AdditionalLightsShadow(lightIndex, pos_world, light);
half3 col_shadow = lerp(shadowColor, 1, (atten));
#if URP && _LIGHT_COOKIES
real3 cookieColor = SampleAdditionalLightCookie(lightIndex, pos_world);
diff *= cookieColor;
#endif
col_diffuse += diff * light.color * light.distanceAttenuation * col_shadow;
}
LIGHT_LOOP_END
#endif
return col_diffuse;
}
half3 AdditionalLightsVert(half3 pos_world, half3 nor_world, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
half3 col_diffuse = 0;
#if _ADDITIONAL_LIGHTS
uint lightsCount = GetAdditionalLightsCount();
#if (USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP)
InputData inputData = (InputData)0;
#endif
LIGHT_LOOP_BEGIN(lightsCount)
Light light = GetAdditionalLight(lightIndex, pos_world);
#if (_LIGHT_LAYERS && UNITY_VERSION >= 202102)
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
half ndotl = max(0, dot(light.direction, nor_world));
ndotl = max(0, lerp(ndotl, 1, _DiffuseWrap));
ndotl = pow(ndotl, _DiffuseContrast) * _DiffuseBrightness;
half diff = ndotl;
col_diffuse += light.color * light.distanceAttenuation * diff;
}
LIGHT_LOOP_END
#endif
return col_diffuse;
}
uint GetMeshRenderingLightLayerCustom() {
#if (_LIGHT_LAYERS && UNITY_VERSION >= 202203)
return asuint(unity_RenderingLayer.x);
#elif (_LIGHT_LAYERS && UNITY_VERSION >= 202102)
return (asuint(unity_RenderingLayer.x) & RENDERING_LIGHT_LAYERS_MASK) >> RENDERING_LIGHT_LAYERS_MASK_SHIFT;
#else
return 0xFF;
#endif
}
#else
//////////////////////////////////////////////////////////////////////////////////////////
// Buit-In helper functions
//////////////////////////////////////////////////////////////////////////////////////////
#define TransformObjectToWorld(pos) mul(unity_ObjectToWorld, float4(pos, 1))
#define UNITY_LIGHTDATA half3 unity_LightData = half3(0, 0, dot(_WorldSpaceLightPos0, 1) != 0);
#define TRANSFER_SHADOW_CAST(o, v) o.pos = UnityClipSpaceShadowCasterPos(v.vertex.xyz, v.normal); o.pos = UnityApplyLinearShadowBias(o.pos);
float4x4 GetObjectToWorldMatrix() {
return unity_ObjectToWorld;
}
float4x4 GetWorldToObjectMatrix() {
return unity_WorldToObject;
}
half3 SampleUnityLightmap(float2 uv) {
half4 color = UNITY_SAMPLE_TEX2D(unity_Lightmap, uv);
return DecodeLightmap(color);
}
half3 AdditionalLightsFrag(half3 pos_world, half3 nor_world, half4 pos_clip, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
half3 col_diffuse = 0;
float4 lightPosX = unity_4LightPosX0;
float4 lightPosY = unity_4LightPosY0;
float4 lightPosZ = unity_4LightPosZ0;
float4 lightAtten = unity_4LightAtten0;
float4 toLightX = lightPosX - pos_world.x;
float4 toLightY = lightPosY - pos_world.y;
float4 toLightZ = lightPosZ - pos_world.z;
float4 lengthSq = toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
lengthSq = max(lengthSq, 0.000001);
half4 ndotl = toLightX * nor_world.x;
ndotl += toLightY * nor_world.y;
ndotl += toLightZ * nor_world.z;
ndotl = max(0, ndotl * rsqrt(lengthSq));
ndotl = max(0, lerp(ndotl, 1, _DiffuseWrap));
ndotl = pow(ndotl, _DiffuseContrast) * _DiffuseBrightness;
float4 pointAtten = 1.0 / (1.0 + lengthSq * lightAtten);
half4 diff = ndotl * pointAtten;
col_diffuse += unity_LightColor[0].rgb * diff.x;
col_diffuse += unity_LightColor[1].rgb * diff.y;
col_diffuse += unity_LightColor[2].rgb * diff.z;
col_diffuse += unity_LightColor[3].rgb * diff.w;
return col_diffuse;
}
half3 AdditionalLightsVert(half3 pos_world, half3 nor_world, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
return AdditionalLightsFrag(pos_world, nor_world, 0, _DiffuseWrap, _DiffuseBrightness, _DiffuseContrast, meshRenderingLayers, shadowColor);
}
uint GetMeshRenderingLightLayerCustom() {
return 0xFF;
}
#endif

View File

@@ -0,0 +1,16 @@
fileFormatVersion: 2
guid: 48eacffeb81a245539e6a2a897e7ab2d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 215111
packageName: OmniShade - Mobile Optimized Shader
packageVersion: 1.9.5
assetPath: Assets/OmniShade/Shaders/OmniShadeURP.cginc
uploadId: 825160

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0db730e01157b499cba1b77da45ece28
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,22 @@
#ifndef UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED
#define UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED
#if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS))) || defined(SHADER_API_PS5)
#if defined(SHADER_API_PS5) || defined(SHADER_API_METAL)
#define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1
// On Metal Foveated Rendering is currently not supported with DXC
#pragma warning (disable : 3568) // unknown pragma ignored
#pragma never_use_dxc metal
#pragma dynamic_branch _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
#pragma warning (default : 3568) // restore unknown pragma ignored
#endif
#endif
#endif // UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED

View File

@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: beb2e9f6e4f08434ab3fda0587ef07d6
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 215111
packageName: OmniShade - Mobile Optimized Shader
packageVersion: 1.9.5
assetPath: Assets/OmniShade/Shaders/ShaderLibrary/FoveatedRenderingKeywords.hlsl
uploadId: 825160