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[ Shadow Outlines and Shadow Colour ]
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/* | |
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*/ | |
//-------------------------------------------------------------------------------[ OPEN WORLD ] | |
Shader"NATHO/SHADOW_OUTLINE" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NormalMap ("Normal Map", 2D) = "bump" {} | |
_OutlineColor ("Outline color", Color) = (0, 0, 0, 1) | |
_ShadowColour("Shadow Color", Color) = (0, 0, 0, 1) | |
_ShadowStrength ("Shadow Strength", Range(0, 1)) = 0.2 | |
_ShadowStep ("Shadow Amount", Range(0, 1)) = 0.1 | |
_ShadowDilation ("Outline Size", Range(0, 10)) = 1 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"RenderType" = "Opaque" | |
"RenderPipeline" = "UniversalPipeline" | |
"UniversalMaterialType" = "Lit" | |
"IgnoreProjector" = "True" | |
} | |
LOD 300 | |
//[ FORWARD LIT ] | |
Pass | |
{ | |
Name "ForwardLit" | |
Tags | |
{ | |
"LightMode" = "UniversalForward" | |
} | |
HLSLPROGRAM | |
#pragma target 3.0 | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS | |
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE | |
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS | |
#pragma multi_compile _ _SHADOWS_SOFT | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
struct Attributes | |
{ | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float2 uv : TEXCOORD0; | |
}; | |
struct Varyings | |
{ | |
float4 posCS : SV_POSITION; | |
float3 posWS : TEXCOORD0; | |
float3 normalWS : TEXCOORD1; | |
float2 uv : TEXCOORD2; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float3 _ShadowColour; | |
Varyings vert(Attributes IN) | |
{ | |
Varyings OUT; | |
VertexPositionInputs vertexInput = GetVertexPositionInputs(IN.vertex); | |
OUT.posCS = vertexInput.positionCS; | |
OUT.posWS = vertexInput.positionWS; | |
VertexNormalInputs normalInput = GetVertexNormalInputs(IN.normal); | |
OUT.normalWS = normalInput.normalWS; | |
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); | |
return OUT; | |
} | |
float _ShadowStep, _ShadowStrength, _ShadowDilation; | |
float3 _OutlineColor; | |
static float2 sobelSamplePoints[9] = | |
{ | |
float2(-1, 1), float2(0, 1), float2(1, 1), | |
float2(-1, 0), float2(0, 0), float2(1, 0), | |
float2(-1, -1), float2(0, -1), float2(1, -1) | |
}; | |
static float sobelXKernel[9] = | |
{ | |
1, 0, -1, | |
2, 0, -2, | |
1, 0, -1 | |
}; | |
static float sobelYKernel[9] = | |
{ | |
1, 2, 1, | |
0, 0, 0, | |
-1, -2, -1 | |
}; | |
// Calculate the Sobel operator of the shadowmap | |
float ShadowSobelOperator(float4 shadowCoord, float dilation) | |
{ | |
// Get the shadowmap texel size | |
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); | |
float4 shadowMap_TexelSize = shadowSamplingData.shadowmapSize; | |
// Initialise results | |
float sobelX = 0; | |
float sobelY = 0; | |
// Loop over sample points | |
[unroll] for (int i = 0; i < 9; i++) | |
{ | |
// Sample shadowmap | |
float shadowImage = MainLightRealtimeShadow(float4(shadowCoord.xy + sobelSamplePoints[i] * dilation * shadowMap_TexelSize.xy, shadowCoord.zw)); | |
// Sum the convolution values | |
sobelX += shadowImage * sobelXKernel[i]; | |
sobelY += shadowImage * sobelYKernel[i]; | |
} | |
// Return the magnitude | |
return sqrt(sobelX * sobelX + sobelY * sobelY); | |
} | |
float3 Lambert(float3 lightColor, float3 lightDir, float3 normal) | |
{ | |
float NdotL = saturate(dot(normal, lightDir)); | |
return lightColor; | |
} | |
float4 _Colour; | |
//[ FRAG ] | |
float4 frag(Varyings IN) : SV_Target | |
{ | |
float4 texColor = tex2D(_MainTex, IN.uv); | |
float4 colour = _Colour; | |
//[ Calculate light direction for the main light ] | |
float3 lightPos = _MainLightPosition.xyz; | |
//[ Lambertian lighting calculation for the main light ] | |
float3 lightCol = Lambert(_MainLightColor * unity_LightData.z, lightPos, IN.normalWS); | |
uint lightsCount = GetAdditionalLightsCount(); | |
for (int j = 0; j < lightsCount; j++) | |
{ | |
Light light = GetAdditionalLight(j, IN.posWS); | |
lightCol += Lambert(light.color * (light.distanceAttenuation * light.shadowAttenuation), light.direction, IN.normalWS); | |
} | |
float4 shadowCoord = TransformWorldToShadowCoord(IN.posWS); | |
float shadowMap = MainLightRealtimeShadow(shadowCoord); | |
float NdotL = saturate(dot(IN.normalWS, _MainLightPosition)); | |
float combinedShadow = min(NdotL, shadowMap); | |
float shadowValue = saturate(combinedShadow + _ShadowStrength); | |
float shadowOutlineMask = ShadowSobelOperator(shadowCoord, _ShadowDilation / pow(2, shadowCoord.w)); | |
shadowOutlineMask *= 1.0 - smoothstep(_ShadowStep - 0.1, _ShadowStep, shadowMap); | |
shadowOutlineMask *= step(_ShadowStep, NdotL); | |
float3 coloredShadow = _ShadowColour.xyz; | |
float3 col = texColor.rgb * shadowValue; | |
col += coloredShadow * (1.0 - shadowValue); | |
col = lerp(col, _OutlineColor.rgb, saturate(shadowOutlineMask)); | |
float3 finalColor = col * lightCol; | |
return float4(finalColor, 1); | |
} | |
//[ FRAG ] | |
ENDHLSL | |
} | |
//[ FORWARD LIT ] | |
//[ SHADOW CASTER ] | |
pass | |
{ | |
Name "ShadowCaster" | |
Tags { "LightMode" = "ShadowCaster" } | |
ZWrite On | |
ZTest LEqual | |
ColorMask 0 | |
HLSLPROGRAM | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
#pragma vertex vert | |
#pragma fragment frag | |
struct Attributes | |
{ | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
}; | |
struct Varyings | |
{ | |
float4 posCS : SV_POSITION; | |
}; | |
float3 _LightDirection; | |
Varyings vert(Attributes IN) | |
{ | |
Varyings OUT = (Varyings) 0; | |
VertexPositionInputs vertexInput = GetVertexPositionInputs(IN.vertex.xyz); | |
float3 posWS = vertexInput.positionWS; | |
VertexNormalInputs normalInput = GetVertexNormalInputs(IN.normal); | |
float3 normalWS = normalInput.normalWS; | |
// Shadow biased ClipSpace position | |
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(posWS, normalWS, _LightDirection)); | |
#if UNITY_REVERSED_Z | |
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); | |
#else | |
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); | |
#endif | |
OUT.posCS = positionCS; | |
return OUT; | |
} | |
float4 frag(Varyings IN) : SV_Target | |
{ | |
return 0; | |
} | |
ENDHLSL | |
} | |
//[ SHADOW CASTER ] | |
} | |
} |
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