Files
KopMap/Assets/FlatKit/Shaders/StylizedSurface/StylizedSurfaceCutout.shader
2025-09-02 18:55:19 +08:00

123 lines
6.0 KiB
GLSL

Shader "FlatKit/Stylized Surface Cutout"
{
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)
[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}]Color (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5
_TextureImpact("Texture Impact", Range(0, 1)) = 1.0
[Space(10)]
_BumpMap ("Bump Map", 2D) = "bump" {}
// 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 {
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
}
LOD 200
Cull Off
CGPROGRAM
// Doc: https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
#pragma surface surfObject DustyroomStylized vertex:vertObject alphatest:_Cutoff addshadow exclude_path:deferred
#include "DustyroomStylizedLighting.cginc"
#pragma target 3.0
#pragma require interpolators15
#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
}
FallBack "Transparent/Cutout/Diffuse"
CustomEditor "StylizedSurfaceEditor"
}