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
}