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Repository: madumpa/URP_StylizedLitShader
Branch: main
Commit: 1498a8f86f0b
Files: 86
Total size: 215.9 KB

Directory structure:
gitextract_k4ul2ket/

├── .gitattributes
├── .gitignore
├── .vscode/
│   └── settings.json
├── Assets/
│   ├── Settings/
│   │   ├── ForwardRenderer.asset
│   │   ├── ForwardRenderer.asset.meta
│   │   ├── SampleSceneProfile.asset
│   │   ├── SampleSceneProfile.asset.meta
│   │   ├── UniversalRP-HighQuality.asset
│   │   ├── UniversalRP-HighQuality.asset.meta
│   │   ├── UniversalRP-LowQuality.asset
│   │   ├── UniversalRP-LowQuality.asset.meta
│   │   ├── UniversalRP-MediumQuality.asset
│   │   └── UniversalRP-MediumQuality.asset.meta
│   ├── Settings.meta
│   ├── URPStylizedPBRShader/
│   │   ├── Editor/
│   │   │   ├── StylizedLitGUI.cs
│   │   │   ├── StylizedLitGUI.cs.meta
│   │   │   ├── StylizedLitShader.cs
│   │   │   └── StylizedLitShader.cs.meta
│   │   ├── Editor.meta
│   │   ├── Materials/
│   │   │   ├── GroundMaterial.mat
│   │   │   ├── GroundMaterial.mat.meta
│   │   │   ├── LitMaterial.mat
│   │   │   ├── LitMaterial.mat.meta
│   │   │   ├── StylizedPBRShader 1.mat
│   │   │   ├── StylizedPBRShader 1.mat.meta
│   │   │   ├── StylizedPBRShader 2.mat
│   │   │   ├── StylizedPBRShader 2.mat.meta
│   │   │   ├── StylizedPBRShader 3.mat
│   │   │   ├── StylizedPBRShader 3.mat.meta
│   │   │   ├── StylizedPBRShader 4.mat
│   │   │   ├── StylizedPBRShader 4.mat.meta
│   │   │   ├── StylizedPBRShader 5.mat
│   │   │   ├── StylizedPBRShader 5.mat.meta
│   │   │   ├── StylizedPBRShader 6.mat
│   │   │   └── StylizedPBRShader 6.mat.meta
│   │   ├── Materials.meta
│   │   ├── StylizedLit.shader
│   │   ├── StylizedLit.shader.meta
│   │   ├── StylizedLitInput.hlsl
│   │   ├── StylizedLitInput.hlsl.meta
│   │   ├── Textures/
│   │   │   ├── BrushTex.psd
│   │   │   ├── BrushTex.psd.meta
│   │   │   ├── Brush_00.psd
│   │   │   ├── Brush_00.psd.meta
│   │   │   ├── Brush_01.tga
│   │   │   ├── Brush_01.tga.meta
│   │   │   ├── Brush_02.tga
│   │   │   ├── Brush_02.tga.meta
│   │   │   ├── Brush_03.tga
│   │   │   ├── Brush_03.tga.meta
│   │   │   ├── Brush_04.tga
│   │   │   ├── Brush_04.tga.meta
│   │   │   ├── sunflowers_1k.hdr
│   │   │   └── sunflowers_1k.hdr.meta
│   │   ├── Textures.meta
│   │   ├── URPStylizedPBRShader.unity
│   │   ├── URPStylizedPBRShader.unity.meta
│   │   ├── VolumeProfile/
│   │   │   ├── Global Volume Profile.asset
│   │   │   └── Global Volume Profile.asset.meta
│   │   └── VolumeProfile.meta
│   └── URPStylizedPBRShader.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

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FILE: Assets/URPStylizedPBRShader/Editor/StylizedLitGUI.cs
================================================
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;

namespace UnityEditor.Rendering.Universal.ShaderGUI
{
    [MovedFrom("UnityEditor.Rendering.LWRP.ShaderGUI")] public static class StylizedLitGUI
    {
        public enum WorkflowMode
        {
            Specular = 0,
            Metallic
        }

        public enum SmoothnessMapChannel
        {
            SpecularMetallicAlpha,
            AlbedoAlpha,
        }

        public static class Styles
        {
            public static GUIContent workflowModeText = new GUIContent("Workflow Mode",
                "Select a workflow that fits your textures. Choose between Metallic or Specular.");

            public static GUIContent specularMapText =
                new GUIContent("Specular Map", "Sets and configures the map and color for the Specular workflow.");

            public static GUIContent metallicMapText =
                new GUIContent("Metallic Map", "Sets and configures the map for the Metallic workflow.");

            public static GUIContent smoothnessText = new GUIContent("Smoothness",
                "Controls the spread of highlights and reflections on the surface.");

            public static GUIContent smoothnessMapChannelText =
                new GUIContent("Source",
                    "Specifies where to sample a smoothness map from. By default, uses the alpha channel for your map.");

            public static GUIContent highlightsText = new GUIContent("Specular Highlights",
                "When enabled, the Material reflects the shine from direct lighting.");

            public static GUIContent reflectionsText =
                new GUIContent("Environment Reflections",
                    "When enabled, the Material samples reflections from the nearest Reflection Probes or Lighting Probe.");

            public static GUIContent occlusionText = new GUIContent("Occlusion Map",
                "Sets an occlusion map to simulate shadowing from ambient lighting.");

            public static readonly string[] metallicSmoothnessChannelNames = {"Metallic Alpha", "Albedo Alpha"};
            public static readonly string[] specularSmoothnessChannelNames = {"Specular Alpha", "Albedo Alpha"};
        }

        public struct LitProperties
        {
            // Surface Option Props
            public MaterialProperty workflowMode;

            // Surface Input Props
            public MaterialProperty metallic;
            public MaterialProperty specColor;
            public MaterialProperty metallicGlossMap;
            public MaterialProperty specGlossMap;
            public MaterialProperty smoothness;
            public MaterialProperty smoothnessMapChannel;
            public MaterialProperty bumpMapProp;
            public MaterialProperty bumpScaleProp;
            public MaterialProperty occlusionStrength;
            public MaterialProperty occlusionMap;

            //StylizedLit
            public MaterialProperty useBrushTex;
            public MaterialProperty brushTex;
            public MaterialProperty medColor;
            public MaterialProperty medThreshold;
            public MaterialProperty medSmooth;
            public MaterialProperty medBrushStrength;
            public MaterialProperty shadowColor;
            public MaterialProperty shadowThreshold;
            public MaterialProperty shadowSmooth;
            public MaterialProperty shadowBrushStrength;

            public MaterialProperty giIntensity;
            public MaterialProperty reflColor;
            public MaterialProperty reflThreshold;
            public MaterialProperty reflSmooth;
            public MaterialProperty reflBrushStrength;
            public MaterialProperty ggxSpecular;
            public MaterialProperty specularLightOffset;
            public MaterialProperty specularThreshold;
            public MaterialProperty specularSmooth;
            public MaterialProperty specularIntensity;
            public MaterialProperty directionalFresnel;
            public MaterialProperty fresnelThreshold;
            public MaterialProperty fresnelSmooth;
            public MaterialProperty fresnelIntensity;
            public MaterialProperty reflProbeIntensity;
            public MaterialProperty metalReflProbeIntensity;
            public MaterialProperty reflProbeRotation;



            // Advanced Props
            public MaterialProperty highlights;
            public MaterialProperty reflections;

            public LitProperties(MaterialProperty[] properties)
            {
                // Surface Option Props
                workflowMode = BaseShaderGUI.FindProperty("_WorkflowMode", properties, false);
                // Surface Input Props
                metallic = BaseShaderGUI.FindProperty("_Metallic", properties);
                specColor = BaseShaderGUI.FindProperty("_SpecColor", properties, false);
                metallicGlossMap = BaseShaderGUI.FindProperty("_MetallicGlossMap", properties);
                specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
                smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
                smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false);
                bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
                bumpScaleProp = BaseShaderGUI.FindProperty("_BumpScale", properties, false);
                occlusionStrength = BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false);
                occlusionMap = BaseShaderGUI.FindProperty("_OcclusionMap", properties, false);
                // Advanced Props
                highlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
                reflections = BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false);

                //stylized Lit
                useBrushTex = BaseShaderGUI.FindProperty("_UseBrushTex", properties, false);
                brushTex = BaseShaderGUI.FindProperty("_BrushTex", properties, false);
                medColor = BaseShaderGUI.FindProperty("_MedColor", properties, false);
                medThreshold = BaseShaderGUI.FindProperty("_MedThreshold", properties, false);
                medSmooth = BaseShaderGUI.FindProperty("_MedSmooth", properties, false);
                medBrushStrength = BaseShaderGUI.FindProperty("_MedBrushStrength", properties, false);
                shadowColor = BaseShaderGUI.FindProperty("_ShadowColor", properties, false);
                shadowThreshold = BaseShaderGUI.FindProperty("_ShadowThreshold", properties, false);
                shadowSmooth = BaseShaderGUI.FindProperty("_ShadowSmooth", properties, false);
                shadowBrushStrength = BaseShaderGUI.FindProperty("_ShadowBrushStrength", properties, false);
                reflColor = BaseShaderGUI.FindProperty("_ReflectColor", properties, false);
                reflThreshold = BaseShaderGUI.FindProperty("_ReflectThreshold", properties, false);
                reflSmooth = BaseShaderGUI.FindProperty("_ReflectSmooth", properties, false);
                reflBrushStrength = BaseShaderGUI.FindProperty("_ReflBrushStrength", properties, false);
                giIntensity = BaseShaderGUI.FindProperty("_GIIntensity", properties, false);
                ggxSpecular = BaseShaderGUI.FindProperty("_GGXSpecular", properties, false);
                specularLightOffset = BaseShaderGUI.FindProperty("_SpecularLightOffset", properties, false);
                specularThreshold = BaseShaderGUI.FindProperty("_SpecularThreshold", properties, false);
                specularSmooth = BaseShaderGUI.FindProperty("_SpecularSmooth", properties, false);
                specularIntensity = BaseShaderGUI.FindProperty("_SpecularIntensity", properties, false);
                directionalFresnel = BaseShaderGUI.FindProperty("_DirectionalFresnel", properties, false);
                fresnelThreshold = BaseShaderGUI.FindProperty("_FresnelThreshold", properties, false);
                fresnelSmooth  = BaseShaderGUI.FindProperty("_FresnelSmooth", properties, false);
                fresnelIntensity = BaseShaderGUI.FindProperty("_FresnelIntensity", properties, false);
                reflProbeIntensity = BaseShaderGUI.FindProperty("_ReflProbeIntensity", properties, false);
                metalReflProbeIntensity = BaseShaderGUI.FindProperty("_MetalReflProbeIntensity", properties, false);
                reflProbeRotation = BaseShaderGUI.FindProperty("_ReflProbeRotation", properties, false);
            }
        }

        public static void Inputs(LitProperties properties, MaterialEditor materialEditor, Material material)
        {
            DoMetallicSpecularArea(properties, materialEditor, material);
            BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp, properties.bumpScaleProp);

            if (properties.occlusionMap != null)
            {
                materialEditor.TexturePropertySingleLine(Styles.occlusionText, properties.occlusionMap,
                    properties.occlusionMap.textureValue != null ? properties.occlusionStrength : null);
            }
        }

        public static void DoMetallicSpecularArea(LitProperties properties, MaterialEditor materialEditor, Material material)
        {
            string[] smoothnessChannelNames;
            bool hasGlossMap = false;
            if (properties.workflowMode == null ||
                (WorkflowMode) properties.workflowMode.floatValue == WorkflowMode.Metallic)
            {
                hasGlossMap = properties.metallicGlossMap.textureValue != null;
                smoothnessChannelNames = Styles.metallicSmoothnessChannelNames;
                materialEditor.TexturePropertySingleLine(Styles.metallicMapText, properties.metallicGlossMap,
                    hasGlossMap ? null : properties.metallic);
            }
            else
            {
                hasGlossMap = properties.specGlossMap.textureValue != null;
                smoothnessChannelNames = Styles.specularSmoothnessChannelNames;
                BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap,
                    hasGlossMap ? null : properties.specColor);
            }
            EditorGUI.indentLevel++;
            DoSmoothness(properties, material, smoothnessChannelNames);
            EditorGUI.indentLevel--;
        }

        public static void DoSmoothness(LitProperties properties, Material material, string[] smoothnessChannelNames)
        {
            var opaque = ((BaseShaderGUI.SurfaceType) material.GetFloat("_Surface") ==
                          BaseShaderGUI.SurfaceType.Opaque);
            EditorGUI.indentLevel++;
            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = properties.smoothness.hasMixedValue;
            var smoothness = EditorGUILayout.Slider(Styles.smoothnessText, properties.smoothness.floatValue, 0f, 1f);
            if (EditorGUI.EndChangeCheck())
                properties.smoothness.floatValue = smoothness;
            EditorGUI.showMixedValue = false;

            if (properties.smoothnessMapChannel != null) // smoothness channel
            {
                EditorGUI.indentLevel++;
                EditorGUI.BeginDisabledGroup(!opaque);
                EditorGUI.BeginChangeCheck();
                EditorGUI.showMixedValue = properties.smoothnessMapChannel.hasMixedValue;
                var smoothnessSource = (int) properties.smoothnessMapChannel.floatValue;
                if (opaque)
                    smoothnessSource = EditorGUILayout.Popup(Styles.smoothnessMapChannelText, smoothnessSource,
                        smoothnessChannelNames);
                else
                    EditorGUILayout.Popup(Styles.smoothnessMapChannelText, 0, smoothnessChannelNames);
                if (EditorGUI.EndChangeCheck())
                    properties.smoothnessMapChannel.floatValue = smoothnessSource;
                EditorGUI.showMixedValue = false;
                EditorGUI.EndDisabledGroup();
                EditorGUI.indentLevel--;
            }
            EditorGUI.indentLevel--;
        }

        public static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
        {
            int ch = (int) material.GetFloat("_SmoothnessTextureChannel");
            if (ch == (int) SmoothnessMapChannel.AlbedoAlpha)
                return SmoothnessMapChannel.AlbedoAlpha;

            return SmoothnessMapChannel.SpecularMetallicAlpha;
        }

        public static void SetMaterialKeywords(Material material)
        {
            // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
            // (MaterialProperty value might come from renderer material property block)
            
            var hasGlossMap = false;
            
            var isSpecularWorkFlow = false;
            var opaque = ((BaseShaderGUI.SurfaceType) material.GetFloat("_Surface") ==
                          BaseShaderGUI.SurfaceType.Opaque);
            if (material.HasProperty("_WorkflowMode"))
            {
                isSpecularWorkFlow = (WorkflowMode) material.GetFloat("_WorkflowMode") == WorkflowMode.Specular;
                if (isSpecularWorkFlow)
                    hasGlossMap = material.GetTexture("_SpecGlossMap") != null;
                else
                    hasGlossMap = material.GetTexture("_MetallicGlossMap") != null;
            }
            else
            {
                hasGlossMap = material.GetTexture("_MetallicGlossMap") != null;
            }

            //stylizedLit---------------------
            var hasBrushTex = false;
            if (material.HasProperty("_BrushTex"))
            {
                hasBrushTex = material.GetTexture("_BrushTex") != null;
            }

            CoreUtils.SetKeyword(material, "_USEBRUSHTEX_ON", hasBrushTex);

            //stylizedLit---------------------

            CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", isSpecularWorkFlow);

            CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", hasGlossMap);

            if (material.HasProperty("_SpecularHighlights"))
                CoreUtils.SetKeyword(material, "_SPECULARHIGHLIGHTS_OFF",
                    material.GetFloat("_SpecularHighlights") == 0.0f);
            if (material.HasProperty("_EnvironmentReflections"))
                CoreUtils.SetKeyword(material, "_ENVIRONMENTREFLECTIONS_OFF",
                    material.GetFloat("_EnvironmentReflections") == 0.0f);
            if (material.HasProperty("_OcclusionMap"))
                CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));

            if (material.HasProperty("_SmoothnessTextureChannel"))
            {
                CoreUtils.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A",
                    GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha && opaque);
            }
        }
    }
}


================================================
FILE: Assets/URPStylizedPBRShader/Editor/StylizedLitGUI.cs.meta
================================================
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================================================
FILE: Assets/URPStylizedPBRShader/Editor/StylizedLitShader.cs
================================================
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor.Rendering.Universal;

namespace UnityEditor.Rendering.Universal.ShaderGUI
{
    internal class StylizedLitShader : BaseShaderGUI
    {
        // Properties
        private StylizedLitGUI.LitProperties litProperties; 


        protected class StStyles       
        {
            public static readonly GUIContent stylizedDiffuseGUI = new GUIContent("Stylized Diffuse",
                "These settings describe the look and feel of the surface itself.");

            // Catergories
            public static readonly GUIContent brushTexGUI = new GUIContent ("Brush Texture ",
                "(R:Medium, G:Shadow, B:Reflect)");

            public static readonly GUIContent medColorGUI = new GUIContent("Medium Color",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent medThresholdGUI = new GUIContent("Medium Threshold",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent medSmoothGUI = new GUIContent("Medium Smooth",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent medBrushStrengthGUI = new GUIContent("Medium Brush Strength",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent shadowColorGUI = new GUIContent("Shadow Color",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent shadowThresholdGUI = new GUIContent("Shadow Threshold",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent shadowSmoothGUI = new GUIContent("Shadow Smooth",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent shadowBrushStrengthGUI = new GUIContent("Shadow Brush Strength",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent reflColorGUI = new GUIContent("Reflect Color",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent reflThresholdGUI = new GUIContent("Reflect Threshold",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent reflSmoothGUI = new GUIContent("Reflect Smooth",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent reflBrushStrengthGUI = new GUIContent("Reflect Brush Strength",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent giIntensityGUI = new GUIContent("GI (indirect Diffuse) Intensity",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent ggxSpecularGUI = new GUIContent("GGX Specular",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent specularLightOffsetGUI = new GUIContent("Specular Light Offset",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent specularThresholdGUI = new GUIContent("Specular Threshold",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent specularSmoothGUI = new GUIContent("Specular Smooth",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent specularIntensityGUI = new GUIContent("Specular Intensity",
                "These settings describe the look and feel of the surface itself.");
            public static readonly GUIContent directionalFresnelGUI = new GUIContent("Directional Fresnel",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent fresnelThresholdGUI = new GUIContent("Fresnel Threshold",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent fresnelSmoothGUI = new GUIContent("Fresnel Smooth",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent fresnelIntensityGUI = new GUIContent("Fresnel Intensity",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent reflProbeIntensityGUI = new GUIContent("Non Metal Reflection Probe Intensity",
                "These settings describe the look and feel of the surface itself.");

            public static readonly GUIContent metalReflProbeIntensityGUI = new GUIContent("Metal Reflection Probe Intensity",
                "These settings describe the look and feel of the surface itself.");

            


            // collect properties from the material properties
        }
            public override void FindProperties(MaterialProperty[] properties)
        {
            base.FindProperties(properties);
            litProperties = new StylizedLitGUI.LitProperties(properties);
        }

        // material changed check
        public override void MaterialChanged(Material material)
        {
            if (material == null)
                throw new ArgumentNullException("material");

            SetMaterialKeywords(material, StylizedLitGUI.SetMaterialKeywords);
        }

        // material main surface options
        public override void DrawSurfaceOptions(Material material)
        {
            if (material == null)
                throw new ArgumentNullException("material");

            // Use default labelWidth
            EditorGUIUtility.labelWidth = 0f;

            // Detect any changes to the material
            EditorGUI.BeginChangeCheck();
            if (litProperties.workflowMode != null)
            {
                DoPopup(StylizedLitGUI.Styles.workflowModeText, litProperties.workflowMode, Enum.GetNames(typeof(StylizedLitGUI.WorkflowMode)));
            }
            if (EditorGUI.EndChangeCheck())
            {
                foreach (var obj in blendModeProp.targets)
                    MaterialChanged((Material)obj);
            }
            base.DrawSurfaceOptions(material);
        }

        public void DrawStylizedInputs(Material material)       //여기서 추가한 프로퍼티들을 그려주고 Set 해줍니다 
        {
            
            if (litProperties.brushTex != null ) // Draw the baseMap, most shader will have at least a baseMap
            {
                EditorGUILayout.HelpBox("Brush Texture", MessageType.None);
                EditorGUILayout.Space();
                materialEditor.TexturePropertySingleLine(StStyles.brushTexGUI, litProperties.brushTex); 
                // TODO Temporary fix for lightmapping, to be replaced with attribute tag.
                if (material.HasProperty("_BrushTex"))
                {
                    material.SetTexture("_BrushTex", litProperties.brushTex.textureValue);
                    
                    var brushTexTiling = litProperties.brushTex.textureScaleAndOffset;
                    material.SetTextureScale("_BrushTex", new Vector2(brushTexTiling.x, brushTexTiling.y));
                    material.SetTextureOffset("_BrushTex", new Vector2(brushTexTiling.z, brushTexTiling.w));
                }
                if (material.GetTexture("_BrushTex") != null)
                {
                    materialEditor.TextureScaleOffsetProperty(litProperties.brushTex);
                    materialEditor.ShaderProperty(litProperties.medBrushStrength, StStyles.medBrushStrengthGUI, 2);
                    materialEditor.ShaderProperty(litProperties.shadowBrushStrength, StStyles.shadowBrushStrengthGUI, 2);
                    materialEditor.ShaderProperty(litProperties.reflBrushStrength, StStyles.reflBrushStrengthGUI, 2);
                    
                }
                EditorGUILayout.Space();

                EditorGUILayout.HelpBox("Stylized Diffuse", MessageType.None);

                materialEditor.ShaderProperty(litProperties.medColor, StStyles.medColorGUI, 1);
                materialEditor.ShaderProperty(litProperties.medThreshold, StStyles.medThresholdGUI, 1);
                materialEditor.ShaderProperty(litProperties.medSmooth, StStyles.medSmoothGUI, 1);
                

                materialEditor.ShaderProperty(litProperties.shadowColor, StStyles.shadowColorGUI, 1);
                materialEditor.ShaderProperty(litProperties.shadowThreshold, StStyles.shadowThresholdGUI, 1);
                materialEditor.ShaderProperty(litProperties.shadowSmooth, StStyles.shadowSmoothGUI, 1);

                materialEditor.ShaderProperty(litProperties.reflColor, StStyles.reflColorGUI, 1);
                materialEditor.ShaderProperty(litProperties.reflThreshold, StStyles.reflThresholdGUI, 1);
                materialEditor.ShaderProperty(litProperties.reflSmooth, StStyles.reflSmoothGUI, 1);

                EditorGUILayout.Space();
                materialEditor.ShaderProperty(litProperties.giIntensity, StStyles.giIntensityGUI, 1);

                EditorGUILayout.Space();
                EditorGUILayout.HelpBox("Stylized Reflection", MessageType.None);

                materialEditor.ShaderProperty(litProperties.ggxSpecular, StStyles.ggxSpecularGUI, 1);
                materialEditor.ShaderProperty(litProperties.specularLightOffset, StStyles.specularLightOffsetGUI, 1);
                if (material.GetFloat("_GGXSpecular") == 0)
                {
                    materialEditor.ShaderProperty(litProperties.specularThreshold, StStyles.specularThresholdGUI, 1);
                    materialEditor.ShaderProperty(litProperties.specularSmooth, StStyles.specularSmoothGUI, 1);
                }
                materialEditor.ShaderProperty(litProperties.specularIntensity, StStyles.specularIntensityGUI, 1);

                materialEditor.ShaderProperty(litProperties.directionalFresnel, StStyles.directionalFresnelGUI, 1);
                materialEditor.ShaderProperty(litProperties.fresnelThreshold, StStyles.fresnelThresholdGUI, 1);
                materialEditor.ShaderProperty(litProperties.fresnelSmooth, StStyles.fresnelSmoothGUI, 1);
                materialEditor.ShaderProperty(litProperties.fresnelIntensity, StStyles.fresnelIntensityGUI, 1);

                EditorGUILayout.Space(10);

                materialEditor.ShaderProperty(litProperties.reflProbeIntensity, StStyles.reflProbeIntensityGUI, 1);
                materialEditor.ShaderProperty(litProperties.metalReflProbeIntensity, StStyles.metalReflProbeIntensityGUI, 1);


            }
        }

        // material main surface inputs
        public override void DrawSurfaceInputs(Material material)
        {
            base.DrawSurfaceInputs(material);
            StylizedLitGUI.Inputs(litProperties, materialEditor, material);
           
            DrawEmissionProperties(material, true);
            DrawTileOffset(materialEditor, baseMapProp);
        }

        // material main advanced options
        public override void DrawAdvancedOptions(Material material)
        {

            //Stylized Lit
            EditorGUILayout.Space();
            DrawStylizedInputs(material);
            EditorGUILayout.Space();

            EditorGUILayout.HelpBox("Other Option", MessageType.None);
            if (litProperties.reflections != null && litProperties.highlights != null)
            {
                EditorGUI.BeginChangeCheck();
                materialEditor.ShaderProperty(litProperties.highlights, StylizedLitGUI.Styles.highlightsText);
                materialEditor.ShaderProperty(litProperties.reflections, StylizedLitGUI.Styles.reflectionsText);
                if(EditorGUI.EndChangeCheck())
                {
                    MaterialChanged(material);
                }
            }
            
            base.DrawAdvancedOptions(material);
        }

        public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
        {
            if (material == null)
                throw new ArgumentNullException("material");

            // _Emission property is lost after assigning Standard shader to the material
            // thus transfer it before assigning the new shader
            if (material.HasProperty("_Emission"))
            {
                material.SetColor("_EmissionColor", material.GetColor("_Emission"));
            }

            base.AssignNewShaderToMaterial(material, oldShader, newShader);

            if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
            {
                SetupMaterialBlendMode(material);
                return;
            }

            SurfaceType surfaceType = SurfaceType.Opaque;
            BlendMode blendMode = BlendMode.Alpha;
            if (oldShader.name.Contains("/Transparent/Cutout/"))
            {
                surfaceType = SurfaceType.Opaque;
                material.SetFloat("_AlphaClip", 1);
            }
            else if (oldShader.name.Contains("/Transparent/"))
            {
                // NOTE: legacy shaders did not provide physically based transparency
                // therefore Fade mode
                surfaceType = SurfaceType.Transparent;
                blendMode = BlendMode.Alpha;
            }
            material.SetFloat("_Surface", (float)surfaceType);
            material.SetFloat("_Blend", (float)blendMode);

            if (oldShader.name.Equals("Standard (Specular setup)"))
            {
                material.SetFloat("_WorkflowMode", (float)StylizedLitGUI.WorkflowMode.Specular);
                Texture texture = material.GetTexture("_SpecGlossMap");
                if (texture != null)
                    material.SetTexture("_MetallicSpecGlossMap", texture);
            }
            else
            {
                material.SetFloat("_WorkflowMode", (float)StylizedLitGUI.WorkflowMode.Metallic);
                Texture texture = material.GetTexture("_MetallicGlossMap");
                if (texture != null)
                    material.SetTexture("_MetallicSpecGlossMap", texture);
            }

            MaterialChanged(material);
        }
    }
}


================================================
FILE: Assets/URPStylizedPBRShader/Editor/StylizedLitShader.cs.meta
================================================
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FILE: Assets/URPStylizedPBRShader/Editor.meta
================================================
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================================================
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FILE: Assets/URPStylizedPBRShader/Materials/StylizedPBRShader 5.mat
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FILE: Assets/URPStylizedPBRShader/StylizedLit.shader
================================================
//Madumpa URP Stylized Lit Shader Ver 1.2
//E-mail : mnpshino@gmail.com
//GitHub : https://github.com/madumpa/URP_StylizedLitShader
//WebSite : https://madumpa.com/
//Twitter : @madumpa



Shader "Universal Render Pipeline/Stylized Lit"
{
    Properties
    {
        // Specular vs Metallic workflow
        [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0

        [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
        [MainColor] _BaseColor("Color", Color) = (1,1,1,1)

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        //StylizedPBR
        //[Header(StylizedDiffuse)]
        [Space(10)]
        _BrushTex("Brush Texture(R : Med Tone, G:Shadow, B:Reflect)", 2D) = "white"{}

        _MedBrushStrength ("Med Tone Brush Strength", Range(0,1)) = 0
        _ShadowBrushStrength ("Shadow Brush Strength", Range(0,1)) = 0
        _ReflBrushStrength ("Reflect Brush Strength", Range(0,1)) = 0

        [Space(10)]
        _MedColor("Med Tone Color", Color) = (1,1,1,1)
        _MedThreshold ("Med Tone Threshold", Range(0,1)) = 1
        _MedSmooth ("Med Tone Smooth", Range(0,0.5)) = 0.25
        
        [Space(10)]
        _ShadowColor ("Shadow Color", Color) = (0,0,0,1)
        _ShadowThreshold ("Shadow Threshold", Range(0,1)) = 0.5
        _ShadowSmooth ("Shadow Smooth", Range(0,0.5)) = 0.25
        
        [Space(10)]
        _ReflectColor ("Reflect Color", Color) = (0,0,0,0)
        _ReflectThreshold ("Reflect Threshold", Range(0,1)) = 0
        _ReflectSmooth ("Reflect Smooth", Range(0,0.5)) = 0.25

        _GIIntensity("GI Intensity", Range(0,2)) = 1
        
        //[Header(StylizedReflection)]
        [Toggle] _GGXSpecular ("GGX Specular", float) = 0
        _SpecularLightOffset("Specular Light Offset", Vector) = (0,0,0,0)
        _SpecularThreshold("Specular Threshold", Range(0.1,2)) = 0.5
        _SpecularSmooth ("Specular Smooth", Range(0,0.5)) = 0.5
        _SpecularIntensity("Specular Intensity", float) = 1
        
        [Space(10)]
        [Toggle] _DirectionalFresnel ("Directional Fresnel", float) = 0
        _FresnelThreshold("Fresnel Threshold", Range(0,1)) = 0.5
        _FresnelSmooth("Fresnel Smooth", Range(0,0.5) ) = 0.5
        _FresnelIntensity("Fresnel Intensity", float) = 1

        _ReflProbeIntensity("Non Metal Reflection Probe Intensity", float) = 1
        _MetalReflProbeIntensity ("Metal Reflection Probe Intensity", float) = 1
        
        [Space(30)]
        _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
        _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0

        _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
        _SpecGlossMap("Specular", 2D) = "white" {}

        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        _BumpMap("Normal Map", 2D) = "bump" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        // 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

        _ReceiveShadows("Receive Shadows", Range(0,1)) = 1.0     //얘도 살려둠 
        // Editmode props
        [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0

        // ObsoleteProperties
        [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
        [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
        [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
        [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
        [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
    }

    SubShader
    {
        // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
        // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
        // material work with both Universal Render Pipeline and Builtin Unity Pipeline
        Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
        LOD 300

        // ------------------------------------------------------------------
        //  Forward pass. Shades all light in a single pass. GI + emission + Fog
        Pass
        {
            // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
            // no LightMode tag are also rendered by Universal Render Pipeline
            Name "ForwardLit"
            Tags{"LightMode" = "UniversalForward"}

            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard SRP library
            // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICSPECGLOSSMAP
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _OCCLUSIONMAP

            #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
            #pragma shader_feature _SPECULAR_SETUP
            #pragma shader_feature _RECEIVE_SHADOWS_OFF

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile _ _SHADOWS_SOFT
            #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fog

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #pragma vertex LitPassVertex
            #pragma fragment LitPassFragment

            #include "StylizedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"


            //#include "LitInput.hlsl"
            //#include "LitForwardPass.hlsl"


            #pragma multi_compile _ _USEBRUSHTEX_ON

            #ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
            #define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED


            struct Attributes
            {
                float4 positionOS   : POSITION;
                float3 normalOS     : NORMAL;
                float4 tangentOS    : TANGENT;
                float2 texcoord     : TEXCOORD0;
                float2 lightmapUV   : TEXCOORD1;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float2 uv                       : TEXCOORD0;
                DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);

            #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
                float3 positionWS               : TEXCOORD2;
            #endif

                float3 normalWS                 : TEXCOORD3;
            #ifdef _NORMALMAP
                float4 tangentWS                : TEXCOORD4;    // xyz: tangent, w: sign
            #endif
                float3 viewDirWS                : TEXCOORD5;

                half4 fogFactorAndVertexLight   : TEXCOORD6; // x: fogFactor, yzw: vertex light

            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                float4 shadowCoord              : TEXCOORD7;
            #endif

                float4 positionCS               : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

            void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
            {
                inputData = (InputData)0;

            #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
                inputData.positionWS = input.positionWS;
            #endif

                half3 viewDirWS = SafeNormalize(input.viewDirWS);
            #ifdef _NORMALMAP 
                float sgn = input.tangentWS.w;      // should be either +1 or -1
                float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
                inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
            #else
                inputData.normalWS = input.normalWS;
            #endif

                inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
                inputData.viewDirectionWS = viewDirWS;

            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                inputData.shadowCoord = input.shadowCoord;
            #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
                inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
            #else
                inputData.shadowCoord = float4(0, 0, 0, 0);
            #endif

                inputData.fogCoord = input.fogFactorAndVertexLight.x;
                inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
                inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
                inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
                inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
            }

            ///////////////////////////////////////////////////////////////////////////////
            //                  Vertex and Fragment functions                            //
            ///////////////////////////////////////////////////////////////////////////////

            // Used in Standard (Physically Based) shader
            Varyings LitPassVertex(Attributes input)
            {
                Varyings output = (Varyings)0;

                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_TRANSFER_INSTANCE_ID(input, output);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
                
                // normalWS and tangentWS already normalize.
                // this is required to avoid skewing the direction during interpolation
                // also required for per-vertex lighting and SH evaluation
                VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
                float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
                half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
                half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);

                output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);

                // already normalized from normal transform to WS.
                output.normalWS = normalInput.normalWS;
                output.viewDirWS = viewDirWS;
            #ifdef _NORMALMAP
                real sign = input.tangentOS.w * GetOddNegativeScale();
                output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
            #endif

                OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
                OUTPUT_SH(output.normalWS.xyz, output.vertexSH);

                output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);

            #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
                output.positionWS = vertexInput.positionWS;
            #endif

            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                output.shadowCoord = GetShadowCoord(vertexInput);
            #endif

                output.positionCS = vertexInput.positionCS;

                return output;
            }

            half LinearStep(half minValue, half maxValue, half In)
            {
                return saturate((In-minValue) / (maxValue - minValue));
            }

            half3 DirectStylizedBDRF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS)
            {
            #ifndef _SPECULARHIGHLIGHTS_OFF
                float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS));

                float NoH = saturate(dot(normalWS, halfDir));
                half LoH = saturate(dot(lightDirectionWS, halfDir));

                // GGX Distribution multiplied by combined approximation of Visibility and Fresnel
                // BRDFspec = (D * V * F) / 4.0
                // D = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2
                // V * F = 1.0 / ( LoH^2 * (roughness + 0.5) )
                // See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
                // https://community.arm.com/events/1155

                // Final BRDFspec = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 * (LoH^2 * (roughness + 0.5) * 4.0)
                // We further optimize a few light invariant terms
                // brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD.
                float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f;

                half LoH2 = LoH * LoH;
                half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm);

                // On platforms where half actually means something, the denominator has a risk of overflow
                // clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
                // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
            #if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)
                specularTerm = specularTerm - HALF_MIN;
                specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
            #endif

                half3 color = lerp(LinearStep( _SpecularThreshold - _SpecularSmooth, _SpecularThreshold + _SpecularSmooth, specularTerm ), specularTerm, _GGXSpecular) * brdfData.specular * max(0,_SpecularIntensity) + brdfData.diffuse;
                return color;
            #else
                return brdfData.diffuse;
            #endif
            }

            half3 LightingStylizedPhysicallyBased(BRDFData brdfData, half3 radiance, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)
            {
                return  DirectStylizedBDRF(brdfData, normalWS, normalize(lightDirectionWS + _SpecularLightOffset.xyz), viewDirectionWS) * radiance;
            }

            half3 LightingStylizedPhysicallyBased(BRDFData brdfData, half3 radiance, Light light, half3 normalWS, half3 viewDirectionWS)
            {
                return LightingStylizedPhysicallyBased(brdfData, radiance, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS);
            }

            //indirect Specular


            half3 EnvironmentBRDFCustom(BRDFData brdfData, half3 radiance, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm)  
            {
                half3 c = indirectDiffuse * brdfData.diffuse * _GIIntensity;
                float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0);
                c += surfaceReduction * indirectSpecular * lerp(brdfData.specular * radiance, brdfData.grazingTerm, fresnelTerm);   
                return c;
            }


            half3 StylizedGlobalIllumination(BRDFData brdfData, half3 radiance, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS, half metallic, half ndotl)
            {
                half3 reflectVector = reflect(-viewDirectionWS, normalWS);
                half fresnelTerm = LinearStep( _FresnelThreshold - _FresnelSmooth, _FresnelThreshold += _FresnelSmooth, 1.0 - saturate(dot(normalWS, viewDirectionWS))) * max(0,_FresnelIntensity) * ndotl;

                half3 indirectDiffuse = bakedGI * occlusion;
                half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion) * lerp(max(0,_ReflProbeIntensity), max(0,_MetalReflProbeIntensity), metallic) ;

                return EnvironmentBRDFCustom(brdfData, radiance, indirectDiffuse, indirectSpecular, fresnelTerm);
            }

            

            half3 CalculateRadiance(Light light, half3 normalWS, half3 brush, half3 brushStrengthRGB)
            {
                half NdotL = dot(normalWS, light.direction);
                #if _USEBRUSHTEX_ON
                    half halfLambertMed = NdotL * lerp(0.5, brush.r, brushStrengthRGB.r) + 0.5;
                    half halfLambertShadow = NdotL * lerp(0.5, brush.g, brushStrengthRGB.g) + 0.5;
                    half halfLambertRefl = NdotL * lerp(0.5, brush.b, brushStrengthRGB.b) + 0.5;
                #else
                    half halfLambertMed = NdotL * 0.5 + 0.5;
                    half halfLambertShadow = halfLambertMed;
                    half halfLambertRefl = halfLambertMed;
                #endif
                half smoothMedTone = LinearStep( _MedThreshold - _MedSmooth, _MedThreshold + _MedSmooth, halfLambertMed);
                half3 MedToneColor = lerp(_MedColor.rgb , 1 , smoothMedTone);
                half smoothShadow = LinearStep ( _ShadowThreshold - _ShadowSmooth, _ShadowThreshold + _ShadowSmooth, halfLambertShadow * (lerp(1,light.distanceAttenuation * light.shadowAttenuation,_ReceiveShadows) ));
                half3 ShadowColor = lerp(_ShadowColor.rgb, MedToneColor, smoothShadow );   //그림자를 합쳐주는 부분이 포인트!
                half smoothReflect = LinearStep( _ReflectThreshold - _ReflectSmooth, _ReflectThreshold + _ReflectSmooth, halfLambertRefl);
                half3 ReflectColor = lerp(_ReflectColor.rgb , ShadowColor , smoothReflect);
                half3 radiance = light.color * ReflectColor;//lightColor * (lightAttenuation * NdotL);
                return radiance;
            }


            half4 UniversalFragmentStylizedPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
            half smoothness, half occlusion, half3 emission, half alpha, half2 uv)      //uv추가 
            {
                BRDFData brdfData;
                InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
                
                Light mainLight = GetMainLight(inputData.shadowCoord);
                #if _USEBRUSHTEX_ON
                    float3 brushTex = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, uv * _BrushTex_ST.xy + _BrushTex_ST.zw).rgb;
                    float3 radiance = CalculateRadiance(mainLight, inputData.normalWS, brushTex, float3(_MedBrushStrength, _ShadowBrushStrength, _ReflBrushStrength));
                #else
                    float3 radiance = CalculateRadiance(mainLight, inputData.normalWS, 0.5, float3(0, 0, 0));
                #endif
                

                MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));

                float ndotl = LinearStep( _ShadowThreshold - _ShadowSmooth, _ShadowThreshold + _ShadowSmooth, dot(mainLight.direction, inputData.normalWS) * 0.5 + 0.5 );

                half3 color = StylizedGlobalIllumination(brdfData, radiance, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS, metallic, lerp(1,ndotl, _DirectionalFresnel)  );
                color += LightingStylizedPhysicallyBased(brdfData, radiance, mainLight, inputData.normalWS, inputData.viewDirectionWS);

            #ifdef _ADDITIONAL_LIGHTS
                uint pixelLightCount = GetAdditionalLightsCount();
                for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
                {
                    Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
                    color += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
                }
            #endif

            #ifdef _ADDITIONAL_LIGHTS_VERTEX
                color += inputData.vertexLighting * brdfData.diffuse;
            #endif

                color += emission;
                return half4(color, alpha);
            }


            // Used in Standard (Physically Based) shader
            half4 LitPassFragment(Varyings input) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

                SurfaceData surfaceData;
                InitializeStandardLitSurfaceData(input.uv, surfaceData);

                InputData inputData;
                InitializeInputData(input, surfaceData.normalTS, inputData);

                half4 color = UniversalFragmentStylizedPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha, input.uv);
                
                color.rgb = MixFog(color.rgb, inputData.fogCoord);
                color.a = OutputAlpha(color.a);

                return color;
            }
            #endif
        
            ENDHLSL
        }

        Pass
        {
            Name "ShadowCaster"
            Tags{"LightMode" = "ShadowCaster"}

            ZWrite On
            ZTest LEqual
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _ALPHATEST_ON

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment

            #include "StylizedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "DepthOnly"
            Tags{"LightMode" = "DepthOnly"}

            ZWrite On
            ColorMask 0
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #include "StylizedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "DepthNormals"
            Tags{"LightMode" = "DepthNormals"}

            ZWrite On
            Cull[_Cull]

            HLSLPROGRAM
            #pragma only_renderers gles gles3 glcore d3d11
            #pragma target 2.0

            #pragma vertex DepthNormalsVertex
            #pragma fragment DepthNormalsFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #include "StylizedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
            ENDHLSL
        }

        // This pass it not used during regular rendering, only for lightmap baking.
        Pass
        {
            Name "Meta"
            Tags{"LightMode" = "Meta"}

            Cull Off

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x

            #pragma vertex UniversalVertexMeta
            #pragma fragment UniversalFragmentMeta

            #pragma shader_feature _SPECULAR_SETUP
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICSPECGLOSSMAP
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            #pragma shader_feature _SPECGLOSSMAP

            #include "StylizedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"

            ENDHLSL
        }
        Pass
        {
            Name "Universal2D"
            Tags{ "LightMode" = "Universal2D" }

            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x

            #pragma vertex vert
            #pragma fragment frag
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ALPHAPREMULTIPLY_ON

            #include "StylizedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
            ENDHLSL
        }


    }
    FallBack "Hidden/Universal Render Pipeline/FallbackError"
    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.StylizedLitShader"
}


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================================================
FILE: Assets/URPStylizedPBRShader/StylizedLitInput.hlsl
================================================
#ifndef UNIVERSAL_LIT_INPUT_INCLUDED
#define UNIVERSAL_LIT_INPUT_INCLUDED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"

CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Smoothness;
half _Metallic;
half _BumpScale;
half _OcclusionStrength;

//StylizedLit
float4 _MedColor, _ShadowColor, _ReflectColor;
float4 _SpecularLightOffset;
float _MedThreshold, _MedSmooth, _ShadowThreshold, _ShadowSmooth, _ReflectThreshold, _ReflectSmooth;
float _SpecularThreshold, _SpecularSmooth, _SpecularIntensity ,_FresnelIntensity, _FresnelThreshold, _FresnelSmooth;
float _ReflProbeIntensity, _ReflProbeRotation, _MetalReflProbeIntensity;
float _MedBrushStrength, _ShadowBrushStrength, _ReflBrushStrength;
float _ReceiveShadows;
float _GIIntensity, _GGXSpecular, _DirectionalFresnel;
float4 _BrushTex_ST;
CBUFFER_END

TEXTURE2D(_OcclusionMap);       SAMPLER(sampler_OcclusionMap);
TEXTURE2D(_MetallicGlossMap);   SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_SpecGlossMap);       SAMPLER(sampler_SpecGlossMap);
TEXTURE2D(_BrushTex);           SAMPLER(sampler_BrushTex);          

#ifdef _SPECULAR_SETUP
    #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)
#else
    #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
#endif

half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
{
    half4 specGloss;

#ifdef _METALLICSPECGLOSSMAP
    specGloss = SAMPLE_METALLICSPECULAR(uv);
    #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        specGloss.a = albedoAlpha * _Smoothness;
    #else
        specGloss.a *= _Smoothness;
    #endif
#else // _METALLICSPECGLOSSMAP
    #if _SPECULAR_SETUP
        specGloss.rgb = _SpecColor.rgb;
    #else
        specGloss.rgb = _Metallic.rrr;
    #endif

    #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
        specGloss.a = albedoAlpha * _Smoothness;
    #else
        specGloss.a = _Smoothness;
    #endif
#endif

    return specGloss;
}

half SampleOcclusion(float2 uv)
{
#ifdef _OCCLUSIONMAP
// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high)
#if defined(SHADER_API_GLES)
    return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
#else
    half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
    return LerpWhiteTo(occ, _OcclusionStrength);
#endif
#else
    return 1.0;
#endif
}

inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
    outSurfaceData = (SurfaceData)0;

    half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
    outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);

    half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
    outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;

#if _SPECULAR_SETUP
    outSurfaceData.metallic = 1.0h;
    outSurfaceData.specular = specGloss.rgb;
#else
    outSurfaceData.metallic = specGloss.r;
    outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif

    outSurfaceData.smoothness = specGloss.a;
    outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
    outSurfaceData.occlusion = SampleOcclusion(uv);
    outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}

#endif // UNIVERSAL_INPUT_SURFACE_PBR_INCLUDED


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Download .txt
gitextract_k4ul2ket/

├── .gitattributes
├── .gitignore
├── .vscode/
│   └── settings.json
├── Assets/
│   ├── Settings/
│   │   ├── ForwardRenderer.asset
│   │   ├── ForwardRenderer.asset.meta
│   │   ├── SampleSceneProfile.asset
│   │   ├── SampleSceneProfile.asset.meta
│   │   ├── UniversalRP-HighQuality.asset
│   │   ├── UniversalRP-HighQuality.asset.meta
│   │   ├── UniversalRP-LowQuality.asset
│   │   ├── UniversalRP-LowQuality.asset.meta
│   │   ├── UniversalRP-MediumQuality.asset
│   │   └── UniversalRP-MediumQuality.asset.meta
│   ├── Settings.meta
│   ├── URPStylizedPBRShader/
│   │   ├── Editor/
│   │   │   ├── StylizedLitGUI.cs
│   │   │   ├── StylizedLitGUI.cs.meta
│   │   │   ├── StylizedLitShader.cs
│   │   │   └── StylizedLitShader.cs.meta
│   │   ├── Editor.meta
│   │   ├── Materials/
│   │   │   ├── GroundMaterial.mat
│   │   │   ├── GroundMaterial.mat.meta
│   │   │   ├── LitMaterial.mat
│   │   │   ├── LitMaterial.mat.meta
│   │   │   ├── StylizedPBRShader 1.mat
│   │   │   ├── StylizedPBRShader 1.mat.meta
│   │   │   ├── StylizedPBRShader 2.mat
│   │   │   ├── StylizedPBRShader 2.mat.meta
│   │   │   ├── StylizedPBRShader 3.mat
│   │   │   ├── StylizedPBRShader 3.mat.meta
│   │   │   ├── StylizedPBRShader 4.mat
│   │   │   ├── StylizedPBRShader 4.mat.meta
│   │   │   ├── StylizedPBRShader 5.mat
│   │   │   ├── StylizedPBRShader 5.mat.meta
│   │   │   ├── StylizedPBRShader 6.mat
│   │   │   └── StylizedPBRShader 6.mat.meta
│   │   ├── Materials.meta
│   │   ├── StylizedLit.shader
│   │   ├── StylizedLit.shader.meta
│   │   ├── StylizedLitInput.hlsl
│   │   ├── StylizedLitInput.hlsl.meta
│   │   ├── Textures/
│   │   │   ├── BrushTex.psd
│   │   │   ├── BrushTex.psd.meta
│   │   │   ├── Brush_00.psd
│   │   │   ├── Brush_00.psd.meta
│   │   │   ├── Brush_01.tga
│   │   │   ├── Brush_01.tga.meta
│   │   │   ├── Brush_02.tga
│   │   │   ├── Brush_02.tga.meta
│   │   │   ├── Brush_03.tga
│   │   │   ├── Brush_03.tga.meta
│   │   │   ├── Brush_04.tga
│   │   │   ├── Brush_04.tga.meta
│   │   │   ├── sunflowers_1k.hdr
│   │   │   └── sunflowers_1k.hdr.meta
│   │   ├── Textures.meta
│   │   ├── URPStylizedPBRShader.unity
│   │   ├── URPStylizedPBRShader.unity.meta
│   │   ├── VolumeProfile/
│   │   │   ├── Global Volume Profile.asset
│   │   │   └── Global Volume Profile.asset.meta
│   │   └── VolumeProfile.meta
│   └── URPStylizedPBRShader.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
Download .txt
SYMBOL INDEX (20 symbols across 2 files)

FILE: Assets/URPStylizedPBRShader/Editor/StylizedLitGUI.cs
  class StylizedLitGUI (line 8) | [MovedFrom("UnityEditor.Rendering.LWRP.ShaderGUI")] public static class ...
    type WorkflowMode (line 10) | public enum WorkflowMode
    type SmoothnessMapChannel (line 16) | public enum SmoothnessMapChannel
    class Styles (line 22) | public static class Styles
    type LitProperties (line 54) | public struct LitProperties
      method LitProperties (line 107) | public LitProperties(MaterialProperty[] properties)
    method Inputs (line 157) | public static void Inputs(LitProperties properties, MaterialEditor mat...
    method DoMetallicSpecularArea (line 169) | public static void DoMetallicSpecularArea(LitProperties properties, Ma...
    method DoSmoothness (line 193) | public static void DoSmoothness(LitProperties properties, Material mat...
    method GetSmoothnessMapChannel (line 226) | public static SmoothnessMapChannel GetSmoothnessMapChannel(Material ma...
    method SetMaterialKeywords (line 235) | public static void SetMaterialKeywords(Material material)

FILE: Assets/URPStylizedPBRShader/Editor/StylizedLitShader.cs
  class StylizedLitShader (line 8) | internal class StylizedLitShader : BaseShaderGUI
    class StStyles (line 14) | protected class StStyles
    method FindProperties (line 99) | public override void FindProperties(MaterialProperty[] properties)
    method MaterialChanged (line 106) | public override void MaterialChanged(Material material)
    method DrawSurfaceOptions (line 115) | public override void DrawSurfaceOptions(Material material)
    method DrawStylizedInputs (line 137) | public void DrawStylizedInputs(Material material)       //여기서 추가한 프로퍼티...
    method DrawSurfaceInputs (line 209) | public override void DrawSurfaceInputs(Material material)
    method DrawAdvancedOptions (line 219) | public override void DrawAdvancedOptions(Material material)
    method AssignNewShaderToMaterial (line 242) | public override void AssignNewShaderToMaterial(Material material, Shad...
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// ... and 7 more files (download for full content)

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This page contains the full source code of the madumpa/URP_StylizedLitShader GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 86 files (215.9 KB), approximately 77.2k 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.

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