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KopMap/Assets/FlatKit/Shaders/StylizedSurface/StylizedSurfaceOutline.shader

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2025-09-02 18:55:19 +08:00
Shader "FlatKit/Stylized Surface With Outline"
{
Properties
{
[MainColor] _Color ("Color", Color) = (1,1,1,1)
[Space(10)]
[KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
_ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
_ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
_Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
[IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
_CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
_CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
[Space(10)]
[Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
_ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
_ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
_FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
[Space(10)]
[Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
[HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
_FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
[Space(10)]
[Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
[HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
_FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
_FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
[Space(10)]
[Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
[HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
_GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
_GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
_GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
[Space(10)]
[Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
_LightContribution("[FOLDOUT(Advanced Lighting){4}]Light Color Contribution", Range(0, 1)) = 0
// Used to provide light direction to cel shading if all light in the scene is baked.
[Header(Override light direction)]
[Toggle]_OverrideLightmapDir("[DR_ENABLE_LIGHTMAP_DIR]Enable", Int) = 0
_LightmapDirectionPitch("Pitch", Range(0, 360)) = 0
_LightmapDirectionYaw("Yaw", Range(0, 360)) = 0
[HideInInspector] _LightmapDirection("Override Light Direction", Vector) = (0, 1, 0, 0)
[Header(Fallback light direction (used if all light in the scene is baked))]
_LightmapDirectionPitch("[DR_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
_LightmapDirectionYaw("[DR_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
[KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
_UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
_UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
[Space(10)]
[MainTexture] _MainTex ("[FOLDOUT(Texture maps){4}]Albedo", 2D) = "white" {}
[KeywordEnum(Multiply, Add)]_TextureBlendingMode("Blending Mode", Float) = 0
_TextureImpact("Texture Impact", Range(0, 1)) = 1.0
[Space(10)]
_BumpMap ("Bump Map", 2D) = "bump" {}
[Space(25)]
_OutlineColor("Outline Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
_OutlineWidth("Outline Width", Float) = 0.01
_OutlineDepthOffset("Outline Depth Offset", Range(0, 1)) = 0.0
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
}
// -----------------------------------------------
//_FLAT_KIT_BUILT_IN_BEGIN_
SubShader
{
Tags {
"RenderType"="Opaque"
}
LOD 200
CGPROGRAM
#include "DustyroomStylizedLighting.cginc"
// Doc: https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
#pragma surface surfObject DustyroomStylized vertex:vertObject fullforwardshadows exclude_path:deferred
#pragma require interpolators15
#pragma target 3.0
#define Input InputObject
#pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
#pragma shader_feature_local DR_CEL_EXTRA_ON
#pragma shader_feature_local DR_GRADIENT_ON
#pragma shader_feature_local DR_SPECULAR_ON
#pragma shader_feature_local DR_RIM_ON
#pragma shader_feature_local DR_VERTEX_COLORS_ON
#pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
#pragma shader_feature_local _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD
#pragma skip_variants POINT_COOKIE DIRECTIONAL_COOKIE
ENDCG
Pass {
Cull Front
CGPROGRAM
#include "UnityInstancing.cginc"
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
UNITY_INSTANCING_BUFFER_START(OutlineProps)
UNITY_DEFINE_INSTANCED_PROP(half4, _OutlineColor)
UNITY_DEFINE_INSTANCED_PROP(half, _OutlineWidth)
UNITY_DEFINE_INSTANCED_PROP(half, _OutlineDepthOffset)
UNITY_INSTANCING_BUFFER_END(OutlineProps)
float4 VertexProgram(float4 position : POSITION, float3 normal : NORMAL) : SV_POSITION {
float4 clipPosition = UnityObjectToClipPos(position);
float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, normal));
half outlineWidth = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineWidth);
float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * outlineWidth * clipPosition.w * 2.0;
clipPosition.xy += offset;
half outlineDepthOffset = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineDepthOffset);
#if defined(UNITY_REVERSED_Z)
clipPosition.z -= outlineDepthOffset;
#else
clipPosition.z += outlineDepthOffset;
#endif
return clipPosition;
}
half4 FragmentProgram() : SV_TARGET {
return UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineColor);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "StylizedSurfaceEditor"
}