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