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Repository: chrisloop/URP2020ToonShader
Branch: main
Commit: 95b87a458f44
Files: 80
Total size: 482.7 KB
Directory structure:
gitextract_4vpl7mc9/
├── .gitignore
├── Assets/
│ ├── Graphics/
│ │ ├── Animation/
│ │ │ ├── Cam Anim.anim
│ │ │ ├── Cam Anim.anim.meta
│ │ │ ├── Cam Anim.controller
│ │ │ ├── Cam Anim.controller.meta
│ │ │ ├── Main Camera.controller
│ │ │ └── Main Camera.controller.meta
│ │ ├── Animation.meta
│ │ ├── Materials/
│ │ │ ├── Toon Blue.mat
│ │ │ ├── Toon Blue.mat.meta
│ │ │ ├── Toon Green.mat
│ │ │ ├── Toon Green.mat.meta
│ │ │ ├── Toon Yellow.mat
│ │ │ └── Toon Yellow.mat.meta
│ │ ├── Materials.meta
│ │ ├── Render Features/
│ │ │ ├── Blit.cs
│ │ │ ├── Blit.cs.meta
│ │ │ ├── BlitPass.cs
│ │ │ ├── BlitPass.cs.meta
│ │ │ ├── DepthNormalsFeature.cs
│ │ │ └── DepthNormalsFeature.cs.meta
│ │ ├── Render Features.meta
│ │ ├── Shaders/
│ │ │ ├── Custom Functions/
│ │ │ │ ├── MainLight.hlsl
│ │ │ │ ├── MainLight.hlsl.meta
│ │ │ │ ├── Outline.hlsl
│ │ │ │ ├── Outline.hlsl.meta
│ │ │ │ ├── OutlineObject.hlsl
│ │ │ │ └── OutlineObject.hlsl.meta
│ │ │ ├── Custom Functions.meta
│ │ │ ├── LitToon.shadergraph
│ │ │ ├── LitToon.shadergraph.meta
│ │ │ ├── Sub Graphs/
│ │ │ │ ├── GLCoreMatrixFix.shadersubgraph
│ │ │ │ ├── GLCoreMatrixFix.shadersubgraph.meta
│ │ │ │ ├── Landscape Displacement.shadersubgraph
│ │ │ │ ├── Landscape Displacement.shadersubgraph.meta
│ │ │ │ ├── Main Light.shadersubgraph
│ │ │ │ ├── Main Light.shadersubgraph.meta
│ │ │ │ ├── ObjectOutline.shadersubgraph
│ │ │ │ ├── ObjectOutline.shadersubgraph.meta
│ │ │ │ ├── Shadows.shadersubgraph
│ │ │ │ ├── Shadows.shadersubgraph.meta
│ │ │ │ ├── WorldPositionFromDepth.shadersubgraph
│ │ │ │ └── WorldPositionFromDepth.shadersubgraph.meta
│ │ │ └── Sub Graphs.meta
│ │ └── Shaders.meta
│ ├── Graphics.meta
│ ├── SampleScene/
│ │ ├── Global Volume Profile.asset
│ │ └── Global Volume Profile.asset.meta
│ ├── SampleScene.meta
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── UniversalRenderPipelineAsset.asset
│ ├── UniversalRenderPipelineAsset.asset.meta
│ ├── UniversalRenderPipelineAsset_Renderer.asset
│ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── URPProjectSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitignore
================================================
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
/URPEmpty
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/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
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ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
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*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
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FILE: Assets/Graphics/Render Features/Blit.cs
================================================
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experiemntal.Rendering.Universal
{
public class Blit : ScriptableRendererFeature
{
[System.Serializable]
public class BlitSettings
{
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
public Material blitMaterial = null;
public int blitMaterialPassIndex = -1;
public Target destination = Target.Color;
public string textureId = "_BlitPassTexture";
}
public enum Target
{
Color,
Texture
}
public BlitSettings settings = new BlitSettings();
RenderTargetHandle m_RenderTextureHandle;
BlitPass blitPass;
public override void Create()
{
var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name);
m_RenderTextureHandle.Init(settings.textureId);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle;
if (settings.blitMaterial == null)
{
Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name);
return;
}
blitPass.Setup(src, dest);
renderer.EnqueuePass(blitPass);
}
}
}
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FILE: Assets/Graphics/Render Features/BlitPass.cs
================================================
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experiemntal.Rendering.Universal
{
/// <summary>
/// Copy the given color buffer to the given destination color buffer.
///
/// You can use this pass to copy a color buffer to the destination,
/// so you can use it later in rendering. For example, you can copy
/// the opaque texture to use it for distortion effects.
/// </summary>
internal class BlitPass : ScriptableRenderPass
{
public enum RenderTarget
{
Color,
RenderTexture,
}
public Material blitMaterial = null;
public int blitShaderPassIndex = 0;
public FilterMode filterMode { get; set; }
private RenderTargetIdentifier source { get; set; }
private RenderTargetHandle destination { get; set; }
RenderTargetHandle m_TemporaryColorTexture;
string m_ProfilerTag;
/// <summary>
/// Create the CopyColorPass
/// </summary>
public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)
{
this.renderPassEvent = renderPassEvent;
this.blitMaterial = blitMaterial;
this.blitShaderPassIndex = blitShaderPassIndex;
m_ProfilerTag = tag;
m_TemporaryColorTexture.Init("_TemporaryColorTexture");
}
/// <summary>
/// Configure the pass with the source and destination to execute on.
/// </summary>
/// <param name="source">Source Render Target</param>
/// <param name="destination">Destination Render Target</param>
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
opaqueDesc.depthBufferBits = 0;
// Can't read and write to same color target, create a temp render target to blit.
if (destination == RenderTargetHandle.CameraTarget)
{
cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);
Blit(cmd, m_TemporaryColorTexture.Identifier(), source);
}
else
{
Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// <inheritdoc/>
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination == RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
}
}
}
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FILE: Assets/Graphics/Render Features/DepthNormalsFeature.cs
================================================
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class DepthNormalsFeature : ScriptableRendererFeature
{
class DepthNormalsPass : ScriptableRenderPass
{
private RenderTargetHandle destination { get; set; }
private Material depthNormalsMaterial = null;
private FilteringSettings m_FilteringSettings;
ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
{
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
this.depthNormalsMaterial = material;
}
public void Setup(RenderTargetHandle destination)
{
this.destination = destination;
}
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
RenderTextureDescriptor descriptor = cameraTextureDescriptor;
descriptor.depthBufferBits = 32;
descriptor.colorFormat = RenderTextureFormat.ARGB32;
cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
ConfigureTarget(destination.Identifier());
ConfigureClear(ClearFlag.All, Color.black);
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("DepthNormals Prepass");
using (new ProfilingSample(cmd, "DepthNormals Prepass"))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
drawSettings.perObjectData = PerObjectData.None;
ref CameraData cameraData = ref renderingData.cameraData;
Camera camera = cameraData.camera;
if (cameraData.isStereoEnabled)
context.StartMultiEye(camera);
drawSettings.overrideMaterial = depthNormalsMaterial;
context.DrawRenderers(renderingData.cullResults, ref drawSettings,
ref m_FilteringSettings);
cmd.SetGlobalTexture("_CameraDepthNormalsTexture", destination.id);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// Cleanup any allocated resources that were created during the execution of this render pass.
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination != RenderTargetHandle.CameraTarget)
{
cmd.ReleaseTemporaryRT(destination.id);
destination = RenderTargetHandle.CameraTarget;
}
}
}
DepthNormalsPass depthNormalsPass;
RenderTargetHandle depthNormalsTexture;
Material depthNormalsMaterial;
public override void Create()
{
depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);
depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
depthNormalsTexture.Init("_CameraDepthNormalsTexture");
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
depthNormalsPass.Setup(depthNormalsTexture);
renderer.EnqueuePass(depthNormalsPass);
}
}
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FILE: Assets/Graphics/Shaders/Custom Functions/MainLight.hlsl
================================================
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#ifndef SHADERGRAPH_PREVIEW
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(WorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
ShadowAtten = 1.0h;
#endif
#if SHADOWS_SCREEN
ShadowAtten = SampleScreenSpaceShadowmap(shadowCoord);
#else
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half shadowStrength = GetMainLightShadowStrength();
ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
#endif
#endif
}
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FILE: Assets/Graphics/Shaders/Custom Functions/Outline.hlsl
================================================
TEXTURE2D(_CameraColorTexture);
SAMPLER(sampler_CameraColorTexture);
float4 _CameraColorTexture_TexelSize;
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_CameraDepthNormalsTexture);
SAMPLER(sampler_CameraDepthNormalsTexture);
float3 DecodeNormal(float4 enc)
{
float kScale = 1.7777;
float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
float g = 2.0 / dot(nn.xyz,nn.xyz);
float3 n;
n.xy = g*nn.xy;
n.z = g-1;
return n;
}
void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor,
out float4 Out, out float3 Normals, out float3 Original, out float Outlines, out float DepthNormalsOutlines, out float AlphaOutlines, out float ColorOutlines, out float SceneDepth)
{
float halfScaleFloor = floor(OutlineThickness * 0.5);
float halfScaleCeil = ceil(OutlineThickness * 0.5);
float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w);
float2 uvSamples[4];
float depthSamples[4];
float3 normalSamples[4];
float4 colorSamples[4];
uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor;
uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil;
uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor);
uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil);
for(int i = 0; i < 4 ; i++)
{
depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]);
}
// Depth
float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
// Normals
float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
// Alpha
float4 colorFiniteDifference0 = colorSamples[1] - colorSamples[0];
float4 colorFiniteDifference1 = colorSamples[3] - colorSamples[2];
float edgeAlpha = sqrt(dot(colorFiniteDifference0.a, colorFiniteDifference0.a) + dot(colorFiniteDifference1.a, colorFiniteDifference1.a));
AlphaOutlines = edgeAlpha;
// Color ignore alpha delta
float edgeColor = sqrt(dot(colorFiniteDifference0.xyz, colorFiniteDifference0.xyz) + dot(colorFiniteDifference1.xyz, colorFiniteDifference1.xyz));
edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0;
ColorOutlines = edgeColor;
// zero alpha on an opaque material is a flag for no outlines (stars in the skybox for example)
if (colorSamples[0].a == 0 || colorSamples[1].a == 0 || colorSamples[2].a == 0 || colorSamples[3].a == 0)
{
ColorOutlines = 0;
}
DepthNormalsOutlines = max(edgeDepth, edgeNormal);
float edge = max(edgeDepth, max(edgeNormal, edgeColor));
float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]);
Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a));
Normals = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, UV));
Original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, UV);
Outlines = edge;
SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r;
}
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FILE: Assets/Graphics/Shaders/Custom Functions/OutlineObject.hlsl
================================================
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
TEXTURE2D(_CameraDepthNormalsTexture);
SAMPLER(sampler_CameraDepthNormalsTexture);
float3 DecodeNormal(float4 enc)
{
float kScale = 1.7777;
float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
float g = 2.0 / dot(nn.xyz,nn.xyz);
float3 n;
n.xy = g*nn.xy;
n.z = g-1;
return n;
}
void OutlineObject_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, out float Outline, out float SceneDepth)
{
float halfScaleFloor = floor(OutlineThickness * 0.5);
float halfScaleCeil = ceil(OutlineThickness * 0.5);
float2 uvSamples[4];
float depthSamples[4];
float3 normalSamples[4];
uvSamples[0] = UV - float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleFloor;
uvSamples[1] = UV + float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleCeil;
uvSamples[2] = UV + float2(_CameraDepthTexture_TexelSize.x * halfScaleCeil, -_CameraDepthTexture_TexelSize.y * halfScaleFloor);
uvSamples[3] = UV + float2(-_CameraDepthTexture_TexelSize.x * halfScaleFloor, _CameraDepthTexture_TexelSize.y * halfScaleCeil);
for(int i = 0; i < 4 ; i++)
{
depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
}
// Depth
float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
// Normals
float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
float edge = max(edgeDepth, edgeNormal);
Outline = edge;
SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r;
}
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FILE: Assets/Graphics/Shaders/LitToon.shadergraph
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gitextract_4vpl7mc9/
├── .gitignore
├── Assets/
│ ├── Graphics/
│ │ ├── Animation/
│ │ │ ├── Cam Anim.anim
│ │ │ ├── Cam Anim.anim.meta
│ │ │ ├── Cam Anim.controller
│ │ │ ├── Cam Anim.controller.meta
│ │ │ ├── Main Camera.controller
│ │ │ └── Main Camera.controller.meta
│ │ ├── Animation.meta
│ │ ├── Materials/
│ │ │ ├── Toon Blue.mat
│ │ │ ├── Toon Blue.mat.meta
│ │ │ ├── Toon Green.mat
│ │ │ ├── Toon Green.mat.meta
│ │ │ ├── Toon Yellow.mat
│ │ │ └── Toon Yellow.mat.meta
│ │ ├── Materials.meta
│ │ ├── Render Features/
│ │ │ ├── Blit.cs
│ │ │ ├── Blit.cs.meta
│ │ │ ├── BlitPass.cs
│ │ │ ├── BlitPass.cs.meta
│ │ │ ├── DepthNormalsFeature.cs
│ │ │ └── DepthNormalsFeature.cs.meta
│ │ ├── Render Features.meta
│ │ ├── Shaders/
│ │ │ ├── Custom Functions/
│ │ │ │ ├── MainLight.hlsl
│ │ │ │ ├── MainLight.hlsl.meta
│ │ │ │ ├── Outline.hlsl
│ │ │ │ ├── Outline.hlsl.meta
│ │ │ │ ├── OutlineObject.hlsl
│ │ │ │ └── OutlineObject.hlsl.meta
│ │ │ ├── Custom Functions.meta
│ │ │ ├── LitToon.shadergraph
│ │ │ ├── LitToon.shadergraph.meta
│ │ │ ├── Sub Graphs/
│ │ │ │ ├── GLCoreMatrixFix.shadersubgraph
│ │ │ │ ├── GLCoreMatrixFix.shadersubgraph.meta
│ │ │ │ ├── Landscape Displacement.shadersubgraph
│ │ │ │ ├── Landscape Displacement.shadersubgraph.meta
│ │ │ │ ├── Main Light.shadersubgraph
│ │ │ │ ├── Main Light.shadersubgraph.meta
│ │ │ │ ├── ObjectOutline.shadersubgraph
│ │ │ │ ├── ObjectOutline.shadersubgraph.meta
│ │ │ │ ├── Shadows.shadersubgraph
│ │ │ │ ├── Shadows.shadersubgraph.meta
│ │ │ │ ├── WorldPositionFromDepth.shadersubgraph
│ │ │ │ └── WorldPositionFromDepth.shadersubgraph.meta
│ │ │ └── Sub Graphs.meta
│ │ └── Shaders.meta
│ ├── Graphics.meta
│ ├── SampleScene/
│ │ ├── Global Volume Profile.asset
│ │ └── Global Volume Profile.asset.meta
│ ├── SampleScene.meta
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── UniversalRenderPipelineAsset.asset
│ ├── UniversalRenderPipelineAsset.asset.meta
│ ├── UniversalRenderPipelineAsset_Renderer.asset
│ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── URPProjectSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
SYMBOL INDEX (20 symbols across 3 files)
FILE: Assets/Graphics/Render Features/Blit.cs
class Blit (line 5) | public class Blit : ScriptableRendererFeature
class BlitSettings (line 7) | [System.Serializable]
type Target (line 18) | public enum Target
method Create (line 29) | public override void Create()
method AddRenderPasses (line 37) | public override void AddRenderPasses(ScriptableRenderer renderer, ref ...
FILE: Assets/Graphics/Render Features/BlitPass.cs
class BlitPass (line 13) | internal class BlitPass : ScriptableRenderPass
type RenderTarget (line 15) | public enum RenderTarget
method BlitPass (line 34) | public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial...
method Setup (line 48) | public void Setup(RenderTargetIdentifier source, RenderTargetHandle de...
method Execute (line 55) | public override void Execute(ScriptableRenderContext context, ref Rend...
method FrameCleanup (line 79) | public override void FrameCleanup(CommandBuffer cmd)
FILE: Assets/Graphics/Render Features/DepthNormalsFeature.cs
class DepthNormalsFeature (line 5) | public class DepthNormalsFeature : ScriptableRendererFeature
class DepthNormalsPass (line 7) | class DepthNormalsPass : ScriptableRenderPass
method DepthNormalsPass (line 15) | public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask...
method Setup (line 21) | public void Setup(RenderTargetHandle destination)
method Configure (line 31) | public override void Configure(CommandBuffer cmd, RenderTextureDescr...
method Execute (line 46) | public override void Execute(ScriptableRenderContext context, ref Re...
method FrameCleanup (line 79) | public override void FrameCleanup(CommandBuffer cmd)
method Create (line 93) | public override void Create()
method AddRenderPasses (line 103) | public override void AddRenderPasses(ScriptableRenderer renderer, ref ...
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{
"path": "UserSettings/EditorUserSettings.asset",
"chars": 1570,
"preview": "%YAML 1.1\n%TAG !u! tag:unity3d.com,2011:\n--- !u!162 &1\nEditorUserSettings:\n m_ObjectHideFlags: 0\n serializedVersion: 4"
}
]
About this extraction
This page contains the full source code of the chrisloop/URP2020ToonShader GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 80 files (482.7 KB), approximately 185.5k tokens, and a symbol index with 20 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.