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" }