Files
Northbound/Assets/FlatKit/Shaders/StylizedSurface/LibraryUrp/StylizedInput.hlsl
2026-01-25 11:27:33 +09:00

216 lines
9.8 KiB
HLSL

#ifndef FLAT_KIT_STYLIZED_INPUT_INCLUDED
#define FLAT_KIT_STYLIZED_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
#ifndef FLATKIT_TERRAIN
#if _FORWARD_PLUS && UNITY_VERSION < 600000
CBUFFER_START(UnityPerMaterialNoBatching)
#else
CBUFFER_START(UnityPerMaterial)
#endif
#endif
// See `SimpleLitInput.hlsl` and `LitInput.hlsl` for reference
float4 _BaseMap_ST;
float4 _DetailMap_ST;
#ifndef FLATKIT_TERRAIN
half4 _BaseColor;
half _Cutoff;
half _Surface;
#endif
half4 _EmissionColor;
half4 _UnityShadowColor;
// --- _CELPRIMARYMODE_SINGLE
half4 _ColorDim;
// --- _CELPRIMARYMODE_SINGLE
// --- DR_SPECULAR_ON
half4 _FlatSpecularColor;
float _FlatSpecularSize;
float _FlatSpecularEdgeSmoothness;
// --- DR_SPECULAR_ON
// --- DR_RIM_ON
half4 _FlatRimColor;
float _FlatRimSize;
float _FlatRimEdgeSmoothness;
float _FlatRimLightAlign;
// --- DR_RIM_ON
// --- _CELPRIMARYMODE_STEPS
half4 _ColorDimSteps;
sampler2D _CelStepTexture;
// --- _CELPRIMARYMODE_STEPS
// --- _CELPRIMARYMODE_CURVE
half4 _ColorDimCurve;
sampler2D _CelCurveTexture;
// --- _CELPRIMARYMODE_CURVE
// --- DR_CEL_EXTRA_ON
half4 _ColorDimExtra;
half _SelfShadingSizeExtra;
half _ShadowEdgeSizeExtra;
half _FlatnessExtra;
// --- DR_CEL_EXTRA_ON
// --- DR_GRADIENT_ON
half4 _ColorGradient;
half _GradientCenterX;
half _GradientCenterY;
half _GradientSize;
half _GradientAngle;
// --- DR_GRADIENT_ON
half _TextureImpact;
half _SelfShadingSize;
half _ShadowEdgeSize;
half _LightContribution;
half _LightFalloffSize;
half _Flatness;
half _UnityShadowPower;
half _UnityShadowSharpness;
half _OverrideLightmapDir;
half3 _LightmapDirection;
half _DetailMapImpact;
half4 _DetailMapColor;
half4 _OutlineColor;
half _OutlineWidth;
half _OutlineScale;
half _OutlineDepthOffset;
half _CameraDistanceImpact;
#ifndef FLATKIT_TERRAIN
CBUFFER_END
#endif
#ifdef UNITY_DOTS_INSTANCING_ENABLED
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
UNITY_DOTS_INSTANCED_PROP(float , _Surface)
UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
UNITY_DOTS_INSTANCED_PROP(float4 , _UnityShadowColor)
UNITY_DOTS_INSTANCED_PROP(float4, _ColorDim)
UNITY_DOTS_INSTANCED_PROP(float4, _FlatSpecularColor)
UNITY_DOTS_INSTANCED_PROP(float , _FlatSpecularSize)
UNITY_DOTS_INSTANCED_PROP(float , _FlatSpecularEdgeSmoothness)
UNITY_DOTS_INSTANCED_PROP(float4, _FlatRimColor)
UNITY_DOTS_INSTANCED_PROP(float , _FlatRimSize)
UNITY_DOTS_INSTANCED_PROP(float , _FlatRimEdgeSmoothness)
UNITY_DOTS_INSTANCED_PROP(float , _FlatRimLightAlign)
UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimSteps)
UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimCurve)
UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimExtra)
UNITY_DOTS_INSTANCED_PROP(float , _SelfShadingSizeExtra)
UNITY_DOTS_INSTANCED_PROP(float , _ShadowEdgeSizeExtra)
UNITY_DOTS_INSTANCED_PROP(float , _FlatnessExtra)
UNITY_DOTS_INSTANCED_PROP(float4, _ColorGradient)
UNITY_DOTS_INSTANCED_PROP(float , _GradientCenterX)
UNITY_DOTS_INSTANCED_PROP(float , _GradientCenterY)
UNITY_DOTS_INSTANCED_PROP(float , _GradientSize)
UNITY_DOTS_INSTANCED_PROP(float , _GradientAngle)
UNITY_DOTS_INSTANCED_PROP(float , _TextureImpact)
UNITY_DOTS_INSTANCED_PROP(float , _SelfShadingSize)
UNITY_DOTS_INSTANCED_PROP(float , _ShadowEdgeSize)
UNITY_DOTS_INSTANCED_PROP(float , _LightContribution)
UNITY_DOTS_INSTANCED_PROP(float , _LightFalloffSize)
UNITY_DOTS_INSTANCED_PROP(float , _Flatness)
UNITY_DOTS_INSTANCED_PROP(float , _UnityShadowPower)
UNITY_DOTS_INSTANCED_PROP(float , _UnityShadowSharpness)
UNITY_DOTS_INSTANCED_PROP(float , _OverrideLightmapDir)
UNITY_DOTS_INSTANCED_PROP(float3, _LightmapDirection)
UNITY_DOTS_INSTANCED_PROP(float , _DetailMapImpact)
UNITY_DOTS_INSTANCED_PROP(float4, _DetailMapColor)
UNITY_DOTS_INSTANCED_PROP(float4, _OutlineColor)
UNITY_DOTS_INSTANCED_PROP(float , _OutlineWidth)
UNITY_DOTS_INSTANCED_PROP(float , _OutlineScale)
UNITY_DOTS_INSTANCED_PROP(float , _OutlineDepthOffset)
UNITY_DOTS_INSTANCED_PROP(float , _CameraDistanceImpact)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor)
#define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Cutoff)
#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface)
#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _EmissionColor)
#define _UnityShadowColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _UnityShadowColor)
#define _ColorDim UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDim)
#define _FlatSpecularColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _FlatSpecularColor)
#define _FlatSpecularSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatSpecularSize)
#define _FlatSpecularEdgeSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatSpecularEdgeSmoothness)
#define _FlatRimColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _FlatRimColor)
#define _FlatRimSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatRimSize)
#define _FlatRimEdgeSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatRimEdgeSmoothness)
#define _FlatRimLightAlign UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatRimLightAlign)
#define _ColorDimSteps UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimSteps)
#define _ColorDimCurve UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimCurve)
#define _ColorDimExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimExtra)
#define _SelfShadingSizeExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SelfShadingSizeExtra)
#define _ShadowEdgeSizeExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _ShadowEdgeSizeExtra)
#define _FlatnessExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatnessExtra)
#define _ColorGradient UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorGradient)
#define _GradientCenterX UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientCenterX)
#define _GradientCenterY UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientCenterY)
#define _GradientSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientSize)
#define _GradientAngle UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientAngle)
#define _TextureImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _TextureImpact)
#define _SelfShadingSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SelfShadingSize)
#define _ShadowEdgeSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _ShadowEdgeSize)
#define _LightContribution UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _LightContribution)
#define _LightFalloffSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _LightFalloffSize)
#define _Flatness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Flatness)
#define _UnityShadowPower UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _UnityShadowPower)
#define _UnityShadowSharpness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _UnityShadowSharpness)
#define _OverrideLightmapDir UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OverrideLightmapDir)
#define _LightmapDirection UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float3 , _LightmapDirection)
#define _DetailMapImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _DetailMapImpact)
#define _DetailMapColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _DetailMapColor)
#define _OutlineColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _OutlineColor)
#define _OutlineWidth UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OutlineWidth)
#define _OutlineScale UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OutlineScale)
#define _OutlineDepthOffset UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OutlineDepthOffset)
#define _CameraDistanceImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _CameraDistanceImpact)
#endif
inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
half4 albedo = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = albedo.a * _BaseColor.a;
AlphaDiscard(outSurfaceData.alpha, _Cutoff);
outSurfaceData.albedo = albedo.rgb;
#ifdef _ALPHAPREMULTIPLY_ON
outSurfaceData.albedo *= outSurfaceData.alpha;
#endif
outSurfaceData.metallic = 0.0; // unused
outSurfaceData.specular = 0.0; // unused
outSurfaceData.smoothness = 0.0; // unused
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1.0; // unused
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
{
half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
return specularSmoothness;
}
#endif // FLAT_KIT_STYLIZED_INPUT_INCLUDED