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    "path": "Assets/URPStylizedPBRShader/Editor/StylizedLitGUI.cs",
    "content": "﻿using System;\nusing UnityEngine;\nusing UnityEngine.Rendering;\nusing UnityEngine.Scripting.APIUpdating;\n\nnamespace UnityEditor.Rendering.Universal.ShaderGUI\n{\n    [MovedFrom(\"UnityEditor.Rendering.LWRP.ShaderGUI\")] public static class StylizedLitGUI\n    {\n        public enum WorkflowMode\n        {\n            Specular = 0,\n            Metallic\n        }\n\n        public enum SmoothnessMapChannel\n        {\n            SpecularMetallicAlpha,\n            AlbedoAlpha,\n        }\n\n        public static class Styles\n        {\n            public static GUIContent workflowModeText = new GUIContent(\"Workflow Mode\",\n                \"Select a workflow that fits your textures. Choose between Metallic or Specular.\");\n\n            public static GUIContent specularMapText =\n                new GUIContent(\"Specular Map\", \"Sets and configures the map and color for the Specular workflow.\");\n\n            public static GUIContent metallicMapText =\n                new GUIContent(\"Metallic Map\", \"Sets and configures the map for the Metallic workflow.\");\n\n            public static GUIContent smoothnessText = new GUIContent(\"Smoothness\",\n                \"Controls the spread of highlights and reflections on the surface.\");\n\n            public static GUIContent smoothnessMapChannelText =\n                new GUIContent(\"Source\",\n                    \"Specifies where to sample a smoothness map from. By default, uses the alpha channel for your map.\");\n\n            public static GUIContent highlightsText = new GUIContent(\"Specular Highlights\",\n                \"When enabled, the Material reflects the shine from direct lighting.\");\n\n            public static GUIContent reflectionsText =\n                new GUIContent(\"Environment Reflections\",\n                    \"When enabled, the Material samples reflections from the nearest Reflection Probes or Lighting Probe.\");\n\n            public static GUIContent occlusionText = new GUIContent(\"Occlusion Map\",\n                \"Sets an occlusion map to simulate shadowing from ambient lighting.\");\n\n            public static readonly string[] metallicSmoothnessChannelNames = {\"Metallic Alpha\", \"Albedo Alpha\"};\n            public static readonly string[] specularSmoothnessChannelNames = {\"Specular Alpha\", \"Albedo Alpha\"};\n        }\n\n        public struct LitProperties\n        {\n            // Surface Option Props\n            public MaterialProperty workflowMode;\n\n            // Surface Input Props\n            public MaterialProperty metallic;\n            public MaterialProperty specColor;\n            public MaterialProperty metallicGlossMap;\n            public MaterialProperty specGlossMap;\n            public MaterialProperty smoothness;\n            public MaterialProperty smoothnessMapChannel;\n            public MaterialProperty bumpMapProp;\n            public MaterialProperty bumpScaleProp;\n            public MaterialProperty occlusionStrength;\n            public MaterialProperty occlusionMap;\n\n            //StylizedLit\n            public MaterialProperty useBrushTex;\n            public MaterialProperty brushTex;\n            public MaterialProperty medColor;\n            public MaterialProperty medThreshold;\n            public MaterialProperty medSmooth;\n            public MaterialProperty medBrushStrength;\n            public MaterialProperty shadowColor;\n            public MaterialProperty shadowThreshold;\n            public MaterialProperty shadowSmooth;\n            public MaterialProperty shadowBrushStrength;\n\n            public MaterialProperty giIntensity;\n            public MaterialProperty reflColor;\n            public MaterialProperty reflThreshold;\n            public MaterialProperty reflSmooth;\n            public MaterialProperty reflBrushStrength;\n            public MaterialProperty ggxSpecular;\n            public MaterialProperty specularLightOffset;\n            public MaterialProperty specularThreshold;\n            public MaterialProperty specularSmooth;\n            public MaterialProperty specularIntensity;\n            public MaterialProperty directionalFresnel;\n            public MaterialProperty fresnelThreshold;\n            public MaterialProperty fresnelSmooth;\n            public MaterialProperty fresnelIntensity;\n            public MaterialProperty reflProbeIntensity;\n            public MaterialProperty metalReflProbeIntensity;\n            public MaterialProperty reflProbeRotation;\n\n\n\n            // Advanced Props\n            public MaterialProperty highlights;\n            public MaterialProperty reflections;\n\n            public LitProperties(MaterialProperty[] properties)\n            {\n                // Surface Option Props\n                workflowMode = BaseShaderGUI.FindProperty(\"_WorkflowMode\", properties, false);\n                // Surface Input Props\n                metallic = BaseShaderGUI.FindProperty(\"_Metallic\", properties);\n                specColor = BaseShaderGUI.FindProperty(\"_SpecColor\", properties, false);\n                metallicGlossMap = BaseShaderGUI.FindProperty(\"_MetallicGlossMap\", properties);\n                specGlossMap = BaseShaderGUI.FindProperty(\"_SpecGlossMap\", properties, false);\n                smoothness = BaseShaderGUI.FindProperty(\"_Smoothness\", properties, false);\n                smoothnessMapChannel = BaseShaderGUI.FindProperty(\"_SmoothnessTextureChannel\", properties, false);\n                bumpMapProp = BaseShaderGUI.FindProperty(\"_BumpMap\", properties, false);\n                bumpScaleProp = BaseShaderGUI.FindProperty(\"_BumpScale\", properties, false);\n                occlusionStrength = BaseShaderGUI.FindProperty(\"_OcclusionStrength\", properties, false);\n                occlusionMap = BaseShaderGUI.FindProperty(\"_OcclusionMap\", properties, false);\n                // Advanced Props\n                highlights = BaseShaderGUI.FindProperty(\"_SpecularHighlights\", properties, false);\n                reflections = BaseShaderGUI.FindProperty(\"_EnvironmentReflections\", properties, false);\n\n                //stylized Lit\n                useBrushTex = BaseShaderGUI.FindProperty(\"_UseBrushTex\", properties, false);\n                brushTex = BaseShaderGUI.FindProperty(\"_BrushTex\", properties, false);\n                medColor = BaseShaderGUI.FindProperty(\"_MedColor\", properties, false);\n                medThreshold = BaseShaderGUI.FindProperty(\"_MedThreshold\", properties, false);\n                medSmooth = BaseShaderGUI.FindProperty(\"_MedSmooth\", properties, false);\n                medBrushStrength = BaseShaderGUI.FindProperty(\"_MedBrushStrength\", properties, false);\n                shadowColor = BaseShaderGUI.FindProperty(\"_ShadowColor\", properties, false);\n                shadowThreshold = BaseShaderGUI.FindProperty(\"_ShadowThreshold\", properties, false);\n                shadowSmooth = BaseShaderGUI.FindProperty(\"_ShadowSmooth\", properties, false);\n                shadowBrushStrength = BaseShaderGUI.FindProperty(\"_ShadowBrushStrength\", properties, false);\n                reflColor = BaseShaderGUI.FindProperty(\"_ReflectColor\", properties, false);\n                reflThreshold = BaseShaderGUI.FindProperty(\"_ReflectThreshold\", properties, false);\n                reflSmooth = BaseShaderGUI.FindProperty(\"_ReflectSmooth\", properties, false);\n                reflBrushStrength = BaseShaderGUI.FindProperty(\"_ReflBrushStrength\", properties, false);\n                giIntensity = BaseShaderGUI.FindProperty(\"_GIIntensity\", properties, false);\n                ggxSpecular = BaseShaderGUI.FindProperty(\"_GGXSpecular\", properties, false);\n                specularLightOffset = BaseShaderGUI.FindProperty(\"_SpecularLightOffset\", properties, false);\n                specularThreshold = BaseShaderGUI.FindProperty(\"_SpecularThreshold\", properties, false);\n                specularSmooth = BaseShaderGUI.FindProperty(\"_SpecularSmooth\", properties, false);\n                specularIntensity = BaseShaderGUI.FindProperty(\"_SpecularIntensity\", properties, false);\n                directionalFresnel = BaseShaderGUI.FindProperty(\"_DirectionalFresnel\", properties, false);\n                fresnelThreshold = BaseShaderGUI.FindProperty(\"_FresnelThreshold\", properties, false);\n                fresnelSmooth  = BaseShaderGUI.FindProperty(\"_FresnelSmooth\", properties, false);\n                fresnelIntensity = BaseShaderGUI.FindProperty(\"_FresnelIntensity\", properties, false);\n                reflProbeIntensity = BaseShaderGUI.FindProperty(\"_ReflProbeIntensity\", properties, false);\n                metalReflProbeIntensity = BaseShaderGUI.FindProperty(\"_MetalReflProbeIntensity\", properties, false);\n                reflProbeRotation = BaseShaderGUI.FindProperty(\"_ReflProbeRotation\", properties, false);\n            }\n        }\n\n        public static void Inputs(LitProperties properties, MaterialEditor materialEditor, Material material)\n        {\n            DoMetallicSpecularArea(properties, materialEditor, material);\n            BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp, properties.bumpScaleProp);\n\n            if (properties.occlusionMap != null)\n            {\n                materialEditor.TexturePropertySingleLine(Styles.occlusionText, properties.occlusionMap,\n                    properties.occlusionMap.textureValue != null ? properties.occlusionStrength : null);\n            }\n        }\n\n        public static void DoMetallicSpecularArea(LitProperties properties, MaterialEditor materialEditor, Material material)\n        {\n            string[] smoothnessChannelNames;\n            bool hasGlossMap = false;\n            if (properties.workflowMode == null ||\n                (WorkflowMode) properties.workflowMode.floatValue == WorkflowMode.Metallic)\n            {\n                hasGlossMap = properties.metallicGlossMap.textureValue != null;\n                smoothnessChannelNames = Styles.metallicSmoothnessChannelNames;\n                materialEditor.TexturePropertySingleLine(Styles.metallicMapText, properties.metallicGlossMap,\n                    hasGlossMap ? null : properties.metallic);\n            }\n            else\n            {\n                hasGlossMap = properties.specGlossMap.textureValue != null;\n                smoothnessChannelNames = Styles.specularSmoothnessChannelNames;\n                BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap,\n                    hasGlossMap ? null : properties.specColor);\n            }\n            EditorGUI.indentLevel++;\n            DoSmoothness(properties, material, smoothnessChannelNames);\n            EditorGUI.indentLevel--;\n        }\n\n        public static void DoSmoothness(LitProperties properties, Material material, string[] smoothnessChannelNames)\n        {\n            var opaque = ((BaseShaderGUI.SurfaceType) material.GetFloat(\"_Surface\") ==\n                          BaseShaderGUI.SurfaceType.Opaque);\n            EditorGUI.indentLevel++;\n            EditorGUI.BeginChangeCheck();\n            EditorGUI.showMixedValue = properties.smoothness.hasMixedValue;\n            var smoothness = EditorGUILayout.Slider(Styles.smoothnessText, properties.smoothness.floatValue, 0f, 1f);\n            if (EditorGUI.EndChangeCheck())\n                properties.smoothness.floatValue = smoothness;\n            EditorGUI.showMixedValue = false;\n\n            if (properties.smoothnessMapChannel != null) // smoothness channel\n            {\n                EditorGUI.indentLevel++;\n                EditorGUI.BeginDisabledGroup(!opaque);\n                EditorGUI.BeginChangeCheck();\n                EditorGUI.showMixedValue = properties.smoothnessMapChannel.hasMixedValue;\n                var smoothnessSource = (int) properties.smoothnessMapChannel.floatValue;\n                if (opaque)\n                    smoothnessSource = EditorGUILayout.Popup(Styles.smoothnessMapChannelText, smoothnessSource,\n                        smoothnessChannelNames);\n                else\n                    EditorGUILayout.Popup(Styles.smoothnessMapChannelText, 0, smoothnessChannelNames);\n                if (EditorGUI.EndChangeCheck())\n                    properties.smoothnessMapChannel.floatValue = smoothnessSource;\n                EditorGUI.showMixedValue = false;\n                EditorGUI.EndDisabledGroup();\n                EditorGUI.indentLevel--;\n            }\n            EditorGUI.indentLevel--;\n        }\n\n        public static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)\n        {\n            int ch = (int) material.GetFloat(\"_SmoothnessTextureChannel\");\n            if (ch == (int) SmoothnessMapChannel.AlbedoAlpha)\n                return SmoothnessMapChannel.AlbedoAlpha;\n\n            return SmoothnessMapChannel.SpecularMetallicAlpha;\n        }\n\n        public static void SetMaterialKeywords(Material material)\n        {\n            // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation\n            // (MaterialProperty value might come from renderer material property block)\n            \n            var hasGlossMap = false;\n            \n            var isSpecularWorkFlow = false;\n            var opaque = ((BaseShaderGUI.SurfaceType) material.GetFloat(\"_Surface\") ==\n                          BaseShaderGUI.SurfaceType.Opaque);\n            if (material.HasProperty(\"_WorkflowMode\"))\n            {\n                isSpecularWorkFlow = (WorkflowMode) material.GetFloat(\"_WorkflowMode\") == WorkflowMode.Specular;\n                if (isSpecularWorkFlow)\n                    hasGlossMap = material.GetTexture(\"_SpecGlossMap\") != null;\n                else\n                    hasGlossMap = material.GetTexture(\"_MetallicGlossMap\") != null;\n            }\n            else\n            {\n                hasGlossMap = material.GetTexture(\"_MetallicGlossMap\") != null;\n            }\n\n            //stylizedLit---------------------\n            var hasBrushTex = false;\n            if (material.HasProperty(\"_BrushTex\"))\n            {\n                hasBrushTex = material.GetTexture(\"_BrushTex\") != null;\n            }\n\n            CoreUtils.SetKeyword(material, \"_USEBRUSHTEX_ON\", hasBrushTex);\n\n            //stylizedLit---------------------\n\n            CoreUtils.SetKeyword(material, \"_SPECULAR_SETUP\", isSpecularWorkFlow);\n\n            CoreUtils.SetKeyword(material, \"_METALLICSPECGLOSSMAP\", hasGlossMap);\n\n            if (material.HasProperty(\"_SpecularHighlights\"))\n                CoreUtils.SetKeyword(material, \"_SPECULARHIGHLIGHTS_OFF\",\n                    material.GetFloat(\"_SpecularHighlights\") == 0.0f);\n            if (material.HasProperty(\"_EnvironmentReflections\"))\n                CoreUtils.SetKeyword(material, \"_ENVIRONMENTREFLECTIONS_OFF\",\n                    material.GetFloat(\"_EnvironmentReflections\") == 0.0f);\n            if (material.HasProperty(\"_OcclusionMap\"))\n                CoreUtils.SetKeyword(material, \"_OCCLUSIONMAP\", material.GetTexture(\"_OcclusionMap\"));\n\n            if (material.HasProperty(\"_SmoothnessTextureChannel\"))\n            {\n                CoreUtils.SetKeyword(material, \"_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\",\n                    GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha && opaque);\n            }\n        }\n    }\n}\n"
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    "path": "Assets/URPStylizedPBRShader/Editor/StylizedLitGUI.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6fc8ff4700512054cbc2c8483fa50721\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/URPStylizedPBRShader/Editor/StylizedLitShader.cs",
    "content": "﻿using System;\nusing UnityEngine;\nusing UnityEngine.Rendering;\nusing UnityEditor.Rendering.Universal;\n\nnamespace UnityEditor.Rendering.Universal.ShaderGUI\n{\n    internal class StylizedLitShader : BaseShaderGUI\n    {\n        // Properties\n        private StylizedLitGUI.LitProperties litProperties; \n\n\n        protected class StStyles       \n        {\n            public static readonly GUIContent stylizedDiffuseGUI = new GUIContent(\"Stylized Diffuse\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            // Catergories\n            public static readonly GUIContent brushTexGUI = new GUIContent (\"Brush Texture \",\n                \"(R:Medium, G:Shadow, B:Reflect)\");\n\n            public static readonly GUIContent medColorGUI = new GUIContent(\"Medium Color\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent medThresholdGUI = new GUIContent(\"Medium Threshold\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent medSmoothGUI = new GUIContent(\"Medium Smooth\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent medBrushStrengthGUI = new GUIContent(\"Medium Brush Strength\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent shadowColorGUI = new GUIContent(\"Shadow Color\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent shadowThresholdGUI = new GUIContent(\"Shadow Threshold\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent shadowSmoothGUI = new GUIContent(\"Shadow Smooth\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent shadowBrushStrengthGUI = new GUIContent(\"Shadow Brush Strength\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent reflColorGUI = new GUIContent(\"Reflect Color\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent reflThresholdGUI = new GUIContent(\"Reflect Threshold\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent reflSmoothGUI = new GUIContent(\"Reflect Smooth\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent reflBrushStrengthGUI = new GUIContent(\"Reflect Brush Strength\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent giIntensityGUI = new GUIContent(\"GI (indirect Diffuse) Intensity\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent ggxSpecularGUI = new GUIContent(\"GGX Specular\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent specularLightOffsetGUI = new GUIContent(\"Specular Light Offset\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent specularThresholdGUI = new GUIContent(\"Specular Threshold\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent specularSmoothGUI = new GUIContent(\"Specular Smooth\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent specularIntensityGUI = new GUIContent(\"Specular Intensity\",\n                \"These settings describe the look and feel of the surface itself.\");\n            public static readonly GUIContent directionalFresnelGUI = new GUIContent(\"Directional Fresnel\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent fresnelThresholdGUI = new GUIContent(\"Fresnel Threshold\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent fresnelSmoothGUI = new GUIContent(\"Fresnel Smooth\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent fresnelIntensityGUI = new GUIContent(\"Fresnel Intensity\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent reflProbeIntensityGUI = new GUIContent(\"Non Metal Reflection Probe Intensity\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            public static readonly GUIContent metalReflProbeIntensityGUI = new GUIContent(\"Metal Reflection Probe Intensity\",\n                \"These settings describe the look and feel of the surface itself.\");\n\n            \n\n\n            // collect properties from the material properties\n        }\n            public override void FindProperties(MaterialProperty[] properties)\n        {\n            base.FindProperties(properties);\n            litProperties = new StylizedLitGUI.LitProperties(properties);\n        }\n\n        // material changed check\n        public override void MaterialChanged(Material material)\n        {\n            if (material == null)\n                throw new ArgumentNullException(\"material\");\n\n            SetMaterialKeywords(material, StylizedLitGUI.SetMaterialKeywords);\n        }\n\n        // material main surface options\n        public override void DrawSurfaceOptions(Material material)\n        {\n            if (material == null)\n                throw new ArgumentNullException(\"material\");\n\n            // Use default labelWidth\n            EditorGUIUtility.labelWidth = 0f;\n\n            // Detect any changes to the material\n            EditorGUI.BeginChangeCheck();\n            if (litProperties.workflowMode != null)\n            {\n                DoPopup(StylizedLitGUI.Styles.workflowModeText, litProperties.workflowMode, Enum.GetNames(typeof(StylizedLitGUI.WorkflowMode)));\n            }\n            if (EditorGUI.EndChangeCheck())\n            {\n                foreach (var obj in blendModeProp.targets)\n                    MaterialChanged((Material)obj);\n            }\n            base.DrawSurfaceOptions(material);\n        }\n\n        public void DrawStylizedInputs(Material material)       //여기서 추가한 프로퍼티들을 그려주고 Set 해줍니다 \n        {\n            \n            if (litProperties.brushTex != null ) // Draw the baseMap, most shader will have at least a baseMap\n            {\n                EditorGUILayout.HelpBox(\"Brush Texture\", MessageType.None);\n                EditorGUILayout.Space();\n                materialEditor.TexturePropertySingleLine(StStyles.brushTexGUI, litProperties.brushTex); \n                // TODO Temporary fix for lightmapping, to be replaced with attribute tag.\n                if (material.HasProperty(\"_BrushTex\"))\n                {\n                    material.SetTexture(\"_BrushTex\", litProperties.brushTex.textureValue);\n                    \n                    var brushTexTiling = litProperties.brushTex.textureScaleAndOffset;\n                    material.SetTextureScale(\"_BrushTex\", new Vector2(brushTexTiling.x, brushTexTiling.y));\n                    material.SetTextureOffset(\"_BrushTex\", new Vector2(brushTexTiling.z, brushTexTiling.w));\n                }\n                if (material.GetTexture(\"_BrushTex\") != null)\n                {\n                    materialEditor.TextureScaleOffsetProperty(litProperties.brushTex);\n                    materialEditor.ShaderProperty(litProperties.medBrushStrength, StStyles.medBrushStrengthGUI, 2);\n                    materialEditor.ShaderProperty(litProperties.shadowBrushStrength, StStyles.shadowBrushStrengthGUI, 2);\n                    materialEditor.ShaderProperty(litProperties.reflBrushStrength, StStyles.reflBrushStrengthGUI, 2);\n                    \n                }\n                EditorGUILayout.Space();\n\n                EditorGUILayout.HelpBox(\"Stylized Diffuse\", MessageType.None);\n\n                materialEditor.ShaderProperty(litProperties.medColor, StStyles.medColorGUI, 1);\n                materialEditor.ShaderProperty(litProperties.medThreshold, StStyles.medThresholdGUI, 1);\n                materialEditor.ShaderProperty(litProperties.medSmooth, StStyles.medSmoothGUI, 1);\n                \n\n                materialEditor.ShaderProperty(litProperties.shadowColor, StStyles.shadowColorGUI, 1);\n                materialEditor.ShaderProperty(litProperties.shadowThreshold, StStyles.shadowThresholdGUI, 1);\n                materialEditor.ShaderProperty(litProperties.shadowSmooth, StStyles.shadowSmoothGUI, 1);\n\n                materialEditor.ShaderProperty(litProperties.reflColor, StStyles.reflColorGUI, 1);\n                materialEditor.ShaderProperty(litProperties.reflThreshold, StStyles.reflThresholdGUI, 1);\n                materialEditor.ShaderProperty(litProperties.reflSmooth, StStyles.reflSmoothGUI, 1);\n\n                EditorGUILayout.Space();\n                materialEditor.ShaderProperty(litProperties.giIntensity, StStyles.giIntensityGUI, 1);\n\n                EditorGUILayout.Space();\n                EditorGUILayout.HelpBox(\"Stylized Reflection\", MessageType.None);\n\n                materialEditor.ShaderProperty(litProperties.ggxSpecular, StStyles.ggxSpecularGUI, 1);\n                materialEditor.ShaderProperty(litProperties.specularLightOffset, StStyles.specularLightOffsetGUI, 1);\n                if (material.GetFloat(\"_GGXSpecular\") == 0)\n                {\n                    materialEditor.ShaderProperty(litProperties.specularThreshold, StStyles.specularThresholdGUI, 1);\n                    materialEditor.ShaderProperty(litProperties.specularSmooth, StStyles.specularSmoothGUI, 1);\n                }\n                materialEditor.ShaderProperty(litProperties.specularIntensity, StStyles.specularIntensityGUI, 1);\n\n                materialEditor.ShaderProperty(litProperties.directionalFresnel, StStyles.directionalFresnelGUI, 1);\n                materialEditor.ShaderProperty(litProperties.fresnelThreshold, StStyles.fresnelThresholdGUI, 1);\n                materialEditor.ShaderProperty(litProperties.fresnelSmooth, StStyles.fresnelSmoothGUI, 1);\n                materialEditor.ShaderProperty(litProperties.fresnelIntensity, StStyles.fresnelIntensityGUI, 1);\n\n                EditorGUILayout.Space(10);\n\n                materialEditor.ShaderProperty(litProperties.reflProbeIntensity, StStyles.reflProbeIntensityGUI, 1);\n                materialEditor.ShaderProperty(litProperties.metalReflProbeIntensity, StStyles.metalReflProbeIntensityGUI, 1);\n\n\n            }\n        }\n\n        // material main surface inputs\n        public override void DrawSurfaceInputs(Material material)\n        {\n            base.DrawSurfaceInputs(material);\n            StylizedLitGUI.Inputs(litProperties, materialEditor, material);\n           \n            DrawEmissionProperties(material, true);\n            DrawTileOffset(materialEditor, baseMapProp);\n        }\n\n        // material main advanced options\n        public override void DrawAdvancedOptions(Material material)\n        {\n\n            //Stylized Lit\n            EditorGUILayout.Space();\n            DrawStylizedInputs(material);\n            EditorGUILayout.Space();\n\n            EditorGUILayout.HelpBox(\"Other Option\", MessageType.None);\n            if (litProperties.reflections != null && litProperties.highlights != null)\n            {\n                EditorGUI.BeginChangeCheck();\n                materialEditor.ShaderProperty(litProperties.highlights, StylizedLitGUI.Styles.highlightsText);\n                materialEditor.ShaderProperty(litProperties.reflections, StylizedLitGUI.Styles.reflectionsText);\n                if(EditorGUI.EndChangeCheck())\n                {\n                    MaterialChanged(material);\n                }\n            }\n            \n            base.DrawAdvancedOptions(material);\n        }\n\n        public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)\n        {\n            if (material == null)\n                throw new ArgumentNullException(\"material\");\n\n            // _Emission property is lost after assigning Standard shader to the material\n            // thus transfer it before assigning the new shader\n            if (material.HasProperty(\"_Emission\"))\n            {\n                material.SetColor(\"_EmissionColor\", material.GetColor(\"_Emission\"));\n            }\n\n            base.AssignNewShaderToMaterial(material, oldShader, newShader);\n\n            if (oldShader == null || !oldShader.name.Contains(\"Legacy Shaders/\"))\n            {\n                SetupMaterialBlendMode(material);\n                return;\n            }\n\n            SurfaceType surfaceType = SurfaceType.Opaque;\n            BlendMode blendMode = BlendMode.Alpha;\n            if (oldShader.name.Contains(\"/Transparent/Cutout/\"))\n            {\n                surfaceType = SurfaceType.Opaque;\n                material.SetFloat(\"_AlphaClip\", 1);\n            }\n            else if (oldShader.name.Contains(\"/Transparent/\"))\n            {\n                // NOTE: legacy shaders did not provide physically based transparency\n                // therefore Fade mode\n                surfaceType = SurfaceType.Transparent;\n                blendMode = BlendMode.Alpha;\n            }\n            material.SetFloat(\"_Surface\", (float)surfaceType);\n            material.SetFloat(\"_Blend\", (float)blendMode);\n\n            if (oldShader.name.Equals(\"Standard (Specular setup)\"))\n            {\n                material.SetFloat(\"_WorkflowMode\", (float)StylizedLitGUI.WorkflowMode.Specular);\n                Texture texture = material.GetTexture(\"_SpecGlossMap\");\n                if (texture != null)\n                    material.SetTexture(\"_MetallicSpecGlossMap\", texture);\n            }\n            else\n            {\n                material.SetFloat(\"_WorkflowMode\", (float)StylizedLitGUI.WorkflowMode.Metallic);\n                Texture texture = material.GetTexture(\"_MetallicGlossMap\");\n                if (texture != null)\n                    material.SetTexture(\"_MetallicSpecGlossMap\", texture);\n            }\n\n            MaterialChanged(material);\n        }\n    }\n}\n"
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    "content": "﻿//Madumpa URP Stylized Lit Shader Ver 1.2\n//E-mail : mnpshino@gmail.com\n//GitHub : https://github.com/madumpa/URP_StylizedLitShader\n//WebSite : https://madumpa.com/\n//Twitter : @madumpa\n\n\n\nShader \"Universal Render Pipeline/Stylized Lit\"\n{\n    Properties\n    {\n        // Specular vs Metallic workflow\n        [HideInInspector] _WorkflowMode(\"WorkflowMode\", Float) = 1.0\n\n        [MainTexture] _BaseMap(\"Albedo\", 2D) = \"white\" {}\n        [MainColor] _BaseColor(\"Color\", Color) = (1,1,1,1)\n\n        _Cutoff(\"Alpha Cutoff\", Range(0.0, 1.0)) = 0.5\n\n        //StylizedPBR\n        //[Header(StylizedDiffuse)]\n        [Space(10)]\n        _BrushTex(\"Brush Texture(R : Med Tone, G:Shadow, B:Reflect)\", 2D) = \"white\"{}\n\n        _MedBrushStrength (\"Med Tone Brush Strength\", Range(0,1)) = 0\n        _ShadowBrushStrength (\"Shadow Brush Strength\", Range(0,1)) = 0\n        _ReflBrushStrength (\"Reflect Brush Strength\", Range(0,1)) = 0\n\n        [Space(10)]\n        _MedColor(\"Med Tone Color\", Color) = (1,1,1,1)\n        _MedThreshold (\"Med Tone Threshold\", Range(0,1)) = 1\n        _MedSmooth (\"Med Tone Smooth\", Range(0,0.5)) = 0.25\n        \n        [Space(10)]\n        _ShadowColor (\"Shadow Color\", Color) = (0,0,0,1)\n        _ShadowThreshold (\"Shadow Threshold\", Range(0,1)) = 0.5\n        _ShadowSmooth (\"Shadow Smooth\", Range(0,0.5)) = 0.25\n        \n        [Space(10)]\n        _ReflectColor (\"Reflect Color\", Color) = (0,0,0,0)\n        _ReflectThreshold (\"Reflect Threshold\", Range(0,1)) = 0\n        _ReflectSmooth (\"Reflect Smooth\", Range(0,0.5)) = 0.25\n\n        _GIIntensity(\"GI Intensity\", Range(0,2)) = 1\n        \n        //[Header(StylizedReflection)]\n        [Toggle] _GGXSpecular (\"GGX Specular\", float) = 0\n        _SpecularLightOffset(\"Specular Light Offset\", Vector) = (0,0,0,0)\n        _SpecularThreshold(\"Specular Threshold\", Range(0.1,2)) = 0.5\n        _SpecularSmooth (\"Specular Smooth\", Range(0,0.5)) = 0.5\n        _SpecularIntensity(\"Specular Intensity\", float) = 1\n        \n        [Space(10)]\n        [Toggle] _DirectionalFresnel (\"Directional Fresnel\", float) = 0\n        _FresnelThreshold(\"Fresnel Threshold\", Range(0,1)) = 0.5\n        _FresnelSmooth(\"Fresnel Smooth\", Range(0,0.5) ) = 0.5\n        _FresnelIntensity(\"Fresnel Intensity\", float) = 1\n\n        _ReflProbeIntensity(\"Non Metal Reflection Probe Intensity\", float) = 1\n        _MetalReflProbeIntensity (\"Metal Reflection Probe Intensity\", float) = 1\n        \n        [Space(30)]\n        _Smoothness(\"Smoothness\", Range(0.0, 1.0)) = 0.5\n        _GlossMapScale(\"Smoothness Scale\", Range(0.0, 1.0)) = 1.0\n        _SmoothnessTextureChannel(\"Smoothness texture channel\", Float) = 0\n\n        _Metallic(\"Metallic\", Range(0.0, 1.0)) = 0.0\n        _MetallicGlossMap(\"Metallic\", 2D) = \"white\" {}\n\n        _SpecColor(\"Specular\", Color) = (0.2, 0.2, 0.2)\n        _SpecGlossMap(\"Specular\", 2D) = \"white\" {}\n\n        [ToggleOff] _SpecularHighlights(\"Specular Highlights\", Float) = 1.0\n        [ToggleOff] _EnvironmentReflections(\"Environment Reflections\", Float) = 1.0\n\n        _BumpScale(\"Scale\", Float) = 1.0\n        _BumpMap(\"Normal Map\", 2D) = \"bump\" {}\n\n        _OcclusionStrength(\"Strength\", Range(0.0, 1.0)) = 1.0\n        _OcclusionMap(\"Occlusion\", 2D) = \"white\" {}\n\n        _EmissionColor(\"Color\", Color) = (0,0,0)\n        _EmissionMap(\"Emission\", 2D) = \"white\" {}\n\n        // Blending state\n        [HideInInspector] _Surface(\"__surface\", Float) = 0.0\n        [HideInInspector] _Blend(\"__blend\", Float) = 0.0\n        [HideInInspector] _AlphaClip(\"__clip\", Float) = 0.0\n        [HideInInspector] _SrcBlend(\"__src\", Float) = 1.0\n        [HideInInspector] _DstBlend(\"__dst\", Float) = 0.0\n        [HideInInspector] _ZWrite(\"__zw\", Float) = 1.0\n        [HideInInspector] _Cull(\"__cull\", Float) = 2.0\n\n        _ReceiveShadows(\"Receive Shadows\", Range(0,1)) = 1.0     //얘도 살려둠 \n        // Editmode props\n        [HideInInspector] _QueueOffset(\"Queue offset\", Float) = 0.0\n\n        // ObsoleteProperties\n        [HideInInspector] _MainTex(\"BaseMap\", 2D) = \"white\" {}\n        [HideInInspector] _Color(\"Base Color\", Color) = (1, 1, 1, 1)\n        [HideInInspector] _GlossMapScale(\"Smoothness\", Float) = 0.0\n        [HideInInspector] _Glossiness(\"Smoothness\", Float) = 0.0\n        [HideInInspector] _GlossyReflections(\"EnvironmentReflections\", Float) = 0.0\n    }\n\n    SubShader\n    {\n        // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings\n        // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this\n        // material work with both Universal Render Pipeline and Builtin Unity Pipeline\n        Tags{\"RenderType\" = \"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 300\n\n        // ------------------------------------------------------------------\n        //  Forward pass. Shades all light in a single pass. GI + emission + Fog\n        Pass\n        {\n            // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with\n            // no LightMode tag are also rendered by Universal Render Pipeline\n            Name \"ForwardLit\"\n            Tags{\"LightMode\" = \"UniversalForward\"}\n\n            Blend[_SrcBlend][_DstBlend]\n            ZWrite[_ZWrite]\n            Cull[_Cull]\n\n            HLSLPROGRAM\n            // Required to compile gles 2.0 with standard SRP library\n            // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default\n            #pragma prefer_hlslcc gles\n            #pragma exclude_renderers d3d11_9x\n            #pragma target 2.0\n\n            // -------------------------------------\n            // Material Keywords\n            #pragma shader_feature _NORMALMAP\n            #pragma shader_feature _ALPHATEST_ON\n            #pragma shader_feature _ALPHAPREMULTIPLY_ON\n            #pragma shader_feature _EMISSION\n            #pragma shader_feature _METALLICSPECGLOSSMAP\n            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n            #pragma shader_feature _OCCLUSIONMAP\n\n            #pragma shader_feature _SPECULARHIGHLIGHTS_OFF\n            #pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF\n            #pragma shader_feature _SPECULAR_SETUP\n            #pragma shader_feature _RECEIVE_SHADOWS_OFF\n\n            // -------------------------------------\n            // Universal Pipeline keywords\n            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS\n            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE\n            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS\n            #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS\n            #pragma multi_compile _ _SHADOWS_SOFT\n            #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE\n\n            // -------------------------------------\n            // Unity defined keywords\n            #pragma multi_compile _ DIRLIGHTMAP_COMBINED\n            #pragma multi_compile _ LIGHTMAP_ON\n            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING\n            #pragma multi_compile _ SHADOWS_SHADOWMASK\n            #pragma multi_compile_fog\n\n            //--------------------------------------\n            // GPU Instancing\n            #pragma multi_compile_instancing\n\n            #pragma vertex LitPassVertex\n            #pragma fragment LitPassFragment\n\n            #include \"StylizedLitInput.hlsl\"\n            #include \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\n\n            //#include \"LitInput.hlsl\"\n            //#include \"LitForwardPass.hlsl\"\n\n\n            #pragma multi_compile _ _USEBRUSHTEX_ON\n\n            #ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED\n            #define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED\n\n\n            struct Attributes\n            {\n                float4 positionOS   : POSITION;\n                float3 normalOS     : NORMAL;\n                float4 tangentOS    : TANGENT;\n                float2 texcoord     : TEXCOORD0;\n                float2 lightmapUV   : TEXCOORD1;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n            };\n\n            struct Varyings\n            {\n                float2 uv                       : TEXCOORD0;\n                DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);\n\n            #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)\n                float3 positionWS               : TEXCOORD2;\n            #endif\n\n                float3 normalWS                 : TEXCOORD3;\n            #ifdef _NORMALMAP\n                float4 tangentWS                : TEXCOORD4;    // xyz: tangent, w: sign\n            #endif\n                float3 viewDirWS                : TEXCOORD5;\n\n                half4 fogFactorAndVertexLight   : TEXCOORD6; // x: fogFactor, yzw: vertex light\n\n            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)\n                float4 shadowCoord              : TEXCOORD7;\n            #endif\n\n                float4 positionCS               : SV_POSITION;\n                UNITY_VERTEX_INPUT_INSTANCE_ID\n                UNITY_VERTEX_OUTPUT_STEREO\n            };\n\n            void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)\n            {\n                inputData = (InputData)0;\n\n            #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)\n                inputData.positionWS = input.positionWS;\n            #endif\n\n                half3 viewDirWS = SafeNormalize(input.viewDirWS);\n            #ifdef _NORMALMAP \n                float sgn = input.tangentWS.w;      // should be either +1 or -1\n                float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);\n                inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));\n            #else\n                inputData.normalWS = input.normalWS;\n            #endif\n\n                inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);\n                inputData.viewDirectionWS = viewDirWS;\n\n            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)\n                inputData.shadowCoord = input.shadowCoord;\n            #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)\n                inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);\n            #else\n                inputData.shadowCoord = float4(0, 0, 0, 0);\n            #endif\n\n                inputData.fogCoord = input.fogFactorAndVertexLight.x;\n                inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;\n                inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);\n                inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);\n                inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);\n            }\n\n            ///////////////////////////////////////////////////////////////////////////////\n            //                  Vertex and Fragment functions                            //\n            ///////////////////////////////////////////////////////////////////////////////\n\n            // Used in Standard (Physically Based) shader\n            Varyings LitPassVertex(Attributes input)\n            {\n                Varyings output = (Varyings)0;\n\n                UNITY_SETUP_INSTANCE_ID(input);\n                UNITY_TRANSFER_INSTANCE_ID(input, output);\n                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);\n\n                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);\n                \n                // normalWS and tangentWS already normalize.\n                // this is required to avoid skewing the direction during interpolation\n                // also required for per-vertex lighting and SH evaluation\n                VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);\n                float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;\n                half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);\n                half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);\n\n                output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);\n\n                // already normalized from normal transform to WS.\n                output.normalWS = normalInput.normalWS;\n                output.viewDirWS = viewDirWS;\n            #ifdef _NORMALMAP\n                real sign = input.tangentOS.w * GetOddNegativeScale();\n                output.tangentWS = half4(normalInput.tangentWS.xyz, sign);\n            #endif\n\n                OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);\n                OUTPUT_SH(output.normalWS.xyz, output.vertexSH);\n\n                output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);\n\n            #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)\n                output.positionWS = vertexInput.positionWS;\n            #endif\n\n            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)\n                output.shadowCoord = GetShadowCoord(vertexInput);\n            #endif\n\n                output.positionCS = vertexInput.positionCS;\n\n                return output;\n            }\n\n            half LinearStep(half minValue, half maxValue, half In)\n            {\n                return saturate((In-minValue) / (maxValue - minValue));\n            }\n\n            half3 DirectStylizedBDRF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS)\n            {\n            #ifndef _SPECULARHIGHLIGHTS_OFF\n                float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS));\n\n                float NoH = saturate(dot(normalWS, halfDir));\n                half LoH = saturate(dot(lightDirectionWS, halfDir));\n\n                // GGX Distribution multiplied by combined approximation of Visibility and Fresnel\n                // BRDFspec = (D * V * F) / 4.0\n                // D = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2\n                // V * F = 1.0 / ( LoH^2 * (roughness + 0.5) )\n                // See \"Optimizing PBR for Mobile\" from Siggraph 2015 moving mobile graphics course\n                // https://community.arm.com/events/1155\n\n                // Final BRDFspec = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 * (LoH^2 * (roughness + 0.5) * 4.0)\n                // We further optimize a few light invariant terms\n                // brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD.\n                float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f;\n\n                half LoH2 = LoH * LoH;\n                half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm);\n\n                // On platforms where half actually means something, the denominator has a risk of overflow\n                // clamp below was added specifically to \"fix\" that, but dx compiler (we convert bytecode to metal/gles)\n                // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))\n            #if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)\n                specularTerm = specularTerm - HALF_MIN;\n                specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles\n            #endif\n\n                half3 color = lerp(LinearStep( _SpecularThreshold - _SpecularSmooth, _SpecularThreshold + _SpecularSmooth, specularTerm ), specularTerm, _GGXSpecular) * brdfData.specular * max(0,_SpecularIntensity) + brdfData.diffuse;\n                return color;\n            #else\n                return brdfData.diffuse;\n            #endif\n            }\n\n            half3 LightingStylizedPhysicallyBased(BRDFData brdfData, half3 radiance, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)\n            {\n                return  DirectStylizedBDRF(brdfData, normalWS, normalize(lightDirectionWS + _SpecularLightOffset.xyz), viewDirectionWS) * radiance;\n            }\n\n            half3 LightingStylizedPhysicallyBased(BRDFData brdfData, half3 radiance, Light light, half3 normalWS, half3 viewDirectionWS)\n            {\n                return LightingStylizedPhysicallyBased(brdfData, radiance, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS);\n            }\n\n            //indirect Specular\n\n\n            half3 EnvironmentBRDFCustom(BRDFData brdfData, half3 radiance, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm)  \n            {\n                half3 c = indirectDiffuse * brdfData.diffuse * _GIIntensity;\n                float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0);\n                c += surfaceReduction * indirectSpecular * lerp(brdfData.specular * radiance, brdfData.grazingTerm, fresnelTerm);   \n                return c;\n            }\n\n\n            half3 StylizedGlobalIllumination(BRDFData brdfData, half3 radiance, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS, half metallic, half ndotl)\n            {\n                half3 reflectVector = reflect(-viewDirectionWS, normalWS);\n                half fresnelTerm = LinearStep( _FresnelThreshold - _FresnelSmooth, _FresnelThreshold += _FresnelSmooth, 1.0 - saturate(dot(normalWS, viewDirectionWS))) * max(0,_FresnelIntensity) * ndotl;\n\n                half3 indirectDiffuse = bakedGI * occlusion;\n                half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion) * lerp(max(0,_ReflProbeIntensity), max(0,_MetalReflProbeIntensity), metallic) ;\n\n                return EnvironmentBRDFCustom(brdfData, radiance, indirectDiffuse, indirectSpecular, fresnelTerm);\n            }\n\n            \n\n            half3 CalculateRadiance(Light light, half3 normalWS, half3 brush, half3 brushStrengthRGB)\n            {\n                half NdotL = dot(normalWS, light.direction);\n                #if _USEBRUSHTEX_ON\n                    half halfLambertMed = NdotL * lerp(0.5, brush.r, brushStrengthRGB.r) + 0.5;\n                    half halfLambertShadow = NdotL * lerp(0.5, brush.g, brushStrengthRGB.g) + 0.5;\n                    half halfLambertRefl = NdotL * lerp(0.5, brush.b, brushStrengthRGB.b) + 0.5;\n                #else\n                    half halfLambertMed = NdotL * 0.5 + 0.5;\n                    half halfLambertShadow = halfLambertMed;\n                    half halfLambertRefl = halfLambertMed;\n                #endif\n                half smoothMedTone = LinearStep( _MedThreshold - _MedSmooth, _MedThreshold + _MedSmooth, halfLambertMed);\n                half3 MedToneColor = lerp(_MedColor.rgb , 1 , smoothMedTone);\n                half smoothShadow = LinearStep ( _ShadowThreshold - _ShadowSmooth, _ShadowThreshold + _ShadowSmooth, halfLambertShadow * (lerp(1,light.distanceAttenuation * light.shadowAttenuation,_ReceiveShadows) ));\n                half3 ShadowColor = lerp(_ShadowColor.rgb, MedToneColor, smoothShadow );   //그림자를 합쳐주는 부분이 포인트!\n                half smoothReflect = LinearStep( _ReflectThreshold - _ReflectSmooth, _ReflectThreshold + _ReflectSmooth, halfLambertRefl);\n                half3 ReflectColor = lerp(_ReflectColor.rgb , ShadowColor , smoothReflect);\n                half3 radiance = light.color * ReflectColor;//lightColor * (lightAttenuation * NdotL);\n                return radiance;\n            }\n\n\n            half4 UniversalFragmentStylizedPBR(InputData inputData, half3 albedo, half metallic, half3 specular,\n            half smoothness, half occlusion, half3 emission, half alpha, half2 uv)      //uv추가 \n            {\n                BRDFData brdfData;\n                InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);\n                \n                Light mainLight = GetMainLight(inputData.shadowCoord);\n                #if _USEBRUSHTEX_ON\n                    float3 brushTex = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, uv * _BrushTex_ST.xy + _BrushTex_ST.zw).rgb;\n                    float3 radiance = CalculateRadiance(mainLight, inputData.normalWS, brushTex, float3(_MedBrushStrength, _ShadowBrushStrength, _ReflBrushStrength));\n                #else\n                    float3 radiance = CalculateRadiance(mainLight, inputData.normalWS, 0.5, float3(0, 0, 0));\n                #endif\n                \n\n                MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));\n\n                float ndotl = LinearStep( _ShadowThreshold - _ShadowSmooth, _ShadowThreshold + _ShadowSmooth, dot(mainLight.direction, inputData.normalWS) * 0.5 + 0.5 );\n\n                half3 color = StylizedGlobalIllumination(brdfData, radiance, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS, metallic, lerp(1,ndotl, _DirectionalFresnel)  );\n                color += LightingStylizedPhysicallyBased(brdfData, radiance, mainLight, inputData.normalWS, inputData.viewDirectionWS);\n\n            #ifdef _ADDITIONAL_LIGHTS\n                uint pixelLightCount = GetAdditionalLightsCount();\n                for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)\n                {\n                    Light light = GetAdditionalLight(lightIndex, inputData.positionWS);\n                    color += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);\n                }\n            #endif\n\n            #ifdef _ADDITIONAL_LIGHTS_VERTEX\n                color += inputData.vertexLighting * brdfData.diffuse;\n            #endif\n\n                color += emission;\n                return half4(color, alpha);\n            }\n\n\n            // Used in Standard (Physically Based) shader\n            half4 LitPassFragment(Varyings input) : SV_Target\n            {\n                UNITY_SETUP_INSTANCE_ID(input);\n                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);\n\n                SurfaceData surfaceData;\n                InitializeStandardLitSurfaceData(input.uv, surfaceData);\n\n                InputData inputData;\n                InitializeInputData(input, surfaceData.normalTS, inputData);\n\n                half4 color = UniversalFragmentStylizedPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha, input.uv);\n                \n                color.rgb = MixFog(color.rgb, inputData.fogCoord);\n                color.a = OutputAlpha(color.a);\n\n                return color;\n            }\n            #endif\n        \n            ENDHLSL\n        }\n\n        Pass\n        {\n            Name \"ShadowCaster\"\n            Tags{\"LightMode\" = \"ShadowCaster\"}\n\n            ZWrite On\n            ZTest LEqual\n            Cull[_Cull]\n\n            HLSLPROGRAM\n            // Required to compile gles 2.0 with standard srp library\n            #pragma prefer_hlslcc gles\n            #pragma exclude_renderers d3d11_9x\n            #pragma target 2.0\n\n            // -------------------------------------\n            // Material Keywords\n            #pragma shader_feature _ALPHATEST_ON\n\n            //--------------------------------------\n            // GPU Instancing\n            #pragma multi_compile_instancing\n            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n\n            #pragma vertex ShadowPassVertex\n            #pragma fragment ShadowPassFragment\n\n            #include \"StylizedLitInput.hlsl\"\n            #include \"Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl\"\n            ENDHLSL\n        }\n\n        Pass\n        {\n            Name \"DepthOnly\"\n            Tags{\"LightMode\" = \"DepthOnly\"}\n\n            ZWrite On\n            ColorMask 0\n            Cull[_Cull]\n\n            HLSLPROGRAM\n            // Required to compile gles 2.0 with standard srp library\n            #pragma prefer_hlslcc gles\n            #pragma exclude_renderers d3d11_9x\n            #pragma target 2.0\n\n            #pragma vertex DepthOnlyVertex\n            #pragma fragment DepthOnlyFragment\n\n            // -------------------------------------\n            // Material Keywords\n            #pragma shader_feature _ALPHATEST_ON\n            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n\n            //--------------------------------------\n            // GPU Instancing\n            #pragma multi_compile_instancing\n\n            #include \"StylizedLitInput.hlsl\"\n            #include \"Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl\"\n            ENDHLSL\n        }\n\n        Pass\n        {\n            Name \"DepthNormals\"\n            Tags{\"LightMode\" = \"DepthNormals\"}\n\n            ZWrite On\n            Cull[_Cull]\n\n            HLSLPROGRAM\n            #pragma only_renderers gles gles3 glcore d3d11\n            #pragma target 2.0\n\n            #pragma vertex DepthNormalsVertex\n            #pragma fragment DepthNormalsFragment\n\n            // -------------------------------------\n            // Material Keywords\n            #pragma shader_feature _NORMALMAP\n            #pragma shader_feature _ALPHATEST_ON\n            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n\n            //--------------------------------------\n            // GPU Instancing\n            #pragma multi_compile_instancing\n\n            #include \"StylizedLitInput.hlsl\"\n            #include \"Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl\"\n            ENDHLSL\n        }\n\n        // This pass it not used during regular rendering, only for lightmap baking.\n        Pass\n        {\n            Name \"Meta\"\n            Tags{\"LightMode\" = \"Meta\"}\n\n            Cull Off\n\n            HLSLPROGRAM\n            // Required to compile gles 2.0 with standard srp library\n            #pragma prefer_hlslcc gles\n            #pragma exclude_renderers d3d11_9x\n\n            #pragma vertex UniversalVertexMeta\n            #pragma fragment UniversalFragmentMeta\n\n            #pragma shader_feature _SPECULAR_SETUP\n            #pragma shader_feature _EMISSION\n            #pragma shader_feature _METALLICSPECGLOSSMAP\n            #pragma shader_feature _ALPHATEST_ON\n            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n\n            #pragma shader_feature _SPECGLOSSMAP\n\n            #include \"StylizedLitInput.hlsl\"\n            #include \"Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl\"\n\n            ENDHLSL\n        }\n        Pass\n        {\n            Name \"Universal2D\"\n            Tags{ \"LightMode\" = \"Universal2D\" }\n\n            Blend[_SrcBlend][_DstBlend]\n            ZWrite[_ZWrite]\n            Cull[_Cull]\n\n            HLSLPROGRAM\n            // Required to compile gles 2.0 with standard srp library\n            #pragma prefer_hlslcc gles\n            #pragma exclude_renderers d3d11_9x\n\n            #pragma vertex vert\n            #pragma fragment frag\n            #pragma shader_feature _ALPHATEST_ON\n            #pragma shader_feature _ALPHAPREMULTIPLY_ON\n\n            #include \"StylizedLitInput.hlsl\"\n            #include \"Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl\"\n            ENDHLSL\n        }\n\n\n    }\n    FallBack \"Hidden/Universal Render Pipeline/FallbackError\"\n    CustomEditor \"UnityEditor.Rendering.Universal.ShaderGUI.StylizedLitShader\"\n}\n"
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    "content": "#ifndef UNIVERSAL_LIT_INPUT_INCLUDED\n#define UNIVERSAL_LIT_INPUT_INCLUDED\n\n#include \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl\"\n#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl\"\n#include \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl\"\n\nCBUFFER_START(UnityPerMaterial)\nfloat4 _BaseMap_ST;\nhalf4 _BaseColor;\nhalf4 _SpecColor;\nhalf4 _EmissionColor;\nhalf _Cutoff;\nhalf _Smoothness;\nhalf _Metallic;\nhalf _BumpScale;\nhalf _OcclusionStrength;\n\n//StylizedLit\nfloat4 _MedColor, _ShadowColor, _ReflectColor;\nfloat4 _SpecularLightOffset;\nfloat _MedThreshold, _MedSmooth, _ShadowThreshold, _ShadowSmooth, _ReflectThreshold, _ReflectSmooth;\nfloat _SpecularThreshold, _SpecularSmooth, _SpecularIntensity ,_FresnelIntensity, _FresnelThreshold, _FresnelSmooth;\nfloat _ReflProbeIntensity, _ReflProbeRotation, _MetalReflProbeIntensity;\nfloat _MedBrushStrength, _ShadowBrushStrength, _ReflBrushStrength;\nfloat _ReceiveShadows;\nfloat _GIIntensity, _GGXSpecular, _DirectionalFresnel;\nfloat4 _BrushTex_ST;\nCBUFFER_END\n\nTEXTURE2D(_OcclusionMap);       SAMPLER(sampler_OcclusionMap);\nTEXTURE2D(_MetallicGlossMap);   SAMPLER(sampler_MetallicGlossMap);\nTEXTURE2D(_SpecGlossMap);       SAMPLER(sampler_SpecGlossMap);\nTEXTURE2D(_BrushTex);           SAMPLER(sampler_BrushTex);          \n\n#ifdef _SPECULAR_SETUP\n    #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)\n#else\n    #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)\n#endif\n\nhalf4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)\n{\n    half4 specGloss;\n\n#ifdef _METALLICSPECGLOSSMAP\n    specGloss = SAMPLE_METALLICSPECULAR(uv);\n    #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n        specGloss.a = albedoAlpha * _Smoothness;\n    #else\n        specGloss.a *= _Smoothness;\n    #endif\n#else // _METALLICSPECGLOSSMAP\n    #if _SPECULAR_SETUP\n        specGloss.rgb = _SpecColor.rgb;\n    #else\n        specGloss.rgb = _Metallic.rrr;\n    #endif\n\n    #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n        specGloss.a = albedoAlpha * _Smoothness;\n    #else\n        specGloss.a = _Smoothness;\n    #endif\n#endif\n\n    return specGloss;\n}\n\nhalf SampleOcclusion(float2 uv)\n{\n#ifdef _OCCLUSIONMAP\n// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high)\n#if defined(SHADER_API_GLES)\n    return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;\n#else\n    half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;\n    return LerpWhiteTo(occ, _OcclusionStrength);\n#endif\n#else\n    return 1.0;\n#endif\n}\n\ninline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)\n{\n    outSurfaceData = (SurfaceData)0;\n\n    half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));\n    outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);\n\n    half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);\n    outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;\n\n#if _SPECULAR_SETUP\n    outSurfaceData.metallic = 1.0h;\n    outSurfaceData.specular = specGloss.rgb;\n#else\n    outSurfaceData.metallic = specGloss.r;\n    outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);\n#endif\n\n    outSurfaceData.smoothness = specGloss.a;\n    outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);\n    outSurfaceData.occlusion = SampleOcclusion(uv);\n    outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));\n}\n\n#endif // UNIVERSAL_INPUT_SURFACE_PBR_INCLUDED\n"
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    "content": "# URP_StylizedLitShader\nURP Stylized Lit Shader Repository\n\n이 저장소는 2020.3.7f1으로 작업되었습니다. \n\nURP 패키지는 10.4 버전 이상을 사용해 주세요 \n\n안녕하세요 프리랜서 테크니컬 아티스트 마둠파입니다. \n\n![image](https://user-images.githubusercontent.com/35050187/100261095-9adcfc00-2f8d-11eb-8d21-866438c88b71.png)\n\nStylied Lit 셰이더는 URP Lit 셰이더를 기반으로 하여 제작되었습니다\n\nLit 셰이더에서 할 수 없었던 레디언스 제어, 스펙큘러 제어, 프레넬 제어 등을 할 수 있고, \n\n브러시 텍스처를 통하여 다양한 스타일라이즈한 느낌을 추가할 수 있습니다\n\n즉, PBR의 속성을 전부 사용하면서도 조금 더 만화같은 표현을 하기에 적합한 셰이더라고 할 수 있겠습니다\n\n![image](https://user-images.githubusercontent.com/35050187/100261210-c19b3280-2f8d-11eb-9b87-2c3fad0f5d54.png)\n\n레디언스 제어가 가능하기 때문에 이처럼 NPR 느낌도 잘 소화합니다 \n\n\n![image](https://user-images.githubusercontent.com/35050187/100261302-e5f70f00-2f8d-11eb-8a63-45a11901120d.png)\n\n프로젝트 첫 화면은 위와 같습니다 \n\n![image](https://user-images.githubusercontent.com/35050187/100262276-463a8080-2f8f-11eb-935a-b5830208bfd0.png)\n\n인스펙터 화면입니다. \n\nLit 셰이더와 비슷하지만 Advance 항목을 클릭하면 Stylized Lit 셰이더만의 옵션이 추가로 보이게 됩니다\n\n![image](https://user-images.githubusercontent.com/35050187/100262538-9fa2af80-2f8f-11eb-8157-e83b15d12f56.png)\n\nStylized Diffuse 에서는 3가지의 컬러와 Threshold, Smooth를 이용하여 표면의 라이팅을 리매핑하게 됩니다\n\n위 이미지에서 알 수 있듯이 Lambert LightModel을 이용하여 프로시졀하게 Ramp Texture를 만드는 방식이라고 생각하시면 될듯합니다 \n\n![image](https://user-images.githubusercontent.com/35050187/100262768-f6a88480-2f8f-11eb-9cd3-c2b126d695a9.png)\n\nStylized Reflection에서는 Specular와 Fresnel을 추가로 제어할 수 있고, Metal의 큐브맵 밝기와 NonMetal의 큐브맵 밝기를 따로 제어할 수 있습니다 \n\n\n\n![image](https://user-images.githubusercontent.com/35050187/100262679-d5479880-2f8f-11eb-8a71-8efc0b407eaa.png)\n\n\nStylized Lit 셰이더의 가장 큰 특징중에 또 한가지는 브러시 텍스처를 사용할 수 있다는 것입니다\n\n![image](https://user-images.githubusercontent.com/35050187/100262018-ef34ab80-2f8e-11eb-8654-9a2ac7743afd.png)\n\n브러시 텍스처는 위처럼 제작하면 되고, 각각\nR채널은 Med Tone,\nG채널은 Shadow,\nB채널은 Reflect 에 대응합니다 \n\n샘플링을 아끼기 위해 타일링은 공통으로 쓸 수밖에 없으니 텍스처를 만들때 계획적으로 만들어 사용해 주세요\n\n![image](https://user-images.githubusercontent.com/35050187/100261554-4423f200-2f8e-11eb-9364-0b35c4d1f1bf.png)\n\n브러시텍스처 적용 사례에 대해서 간단하게 정리해보았습니다 \n\n\n이 셰이더의 사용은 자유롭습니다\n\n상용프로젝트에서 사용하신다면 메일이라도 하나 남겨주시면 감사드리겠습니다 (별을 찍어주셔도 좋습니다) \n\n메일주소는 mnpshino@gmail.com 입니다\n\n감사합니다\n\n---------------------------------------------------\nVersion 1.1\n\n![image](https://user-images.githubusercontent.com/35050187/105962483-39d3c080-60c3-11eb-9ebe-11c612051d4b.png)\n\n1.1버전에서는 실시간그림자를 Shadow Color 계산에 포함하는 것으로 수정하였습니다\n\n실시간 그림자와 암부 계산을 한번에 하여 Shadow Smooth로 실시간 그림자 경계까지 한번에 컨트롤 하는것이 가능해졌습니다 \n\n\n또한 GI(Indirect Diffuse)의 밝기를 컨트롤 할 수 있는 GI Intensity 기능이 추가 되었습니다 \n\n\n----------------------------------------------------\nVersion 1.2\n\n![2020_3_newFeature](https://user-images.githubusercontent.com/35050187/122582888-a0b63e00-d093-11eb-9a76-c9135392cd18.gif)\n\n1.2 버전에서는 2020.3이상버전을 지원하며, 뎁스노멀패스가 추가되어 SSAO를 사용할 수 있게 되었습니다.\n\n또한 GGX Specular와 Stylized Specular를 선택할 수 있게 되었습니다. \n\n그리고 Directional Fresnel기능이 추가되어, 암부에서 들어오는 프레넬을 Occlusion할 수 있게 되었습니다. \n\n\n\n----------------------------------------------------\n  \n추가 -\n\n패키지 매니저를 통한 다운로드 방법 (컴퓨터에 Git이 설치되어 있어야 합니다) \n\n1. URP 세팅이 된 프로젝트를 열어주세요.\n없는 경우 빈 URP 템플릿의 프로젝트를 생성해도 됩니다.\n\n2. 유니티 에디터 상단 메뉴아이템에서 패키지 매니저를 열어주세요.\n`Window` - `Package Manager`  \n  \n3. ` + ` 버튼을 눌러 Add package from git URL... 을 선택해주세요.\n```\nhttps://github.com/madumpa/URP_StylizedLitShader.git#packageManagerWork\n```\n을 붙여넣습니다.\n\n![Image](https://github.com/madumpa/URP_StylizedLitShader/raw/packageManagerWork/Images~/git.png)\n\n4. 설치가 완료되면 Samples 탭을 열어 Demo Assets를 Import 합니다.  \n  \n![Image](https://github.com/madumpa/URP_StylizedLitShader/raw/packageManagerWork/Images~/samples.png)\n  \n5. 프로젝트 뷰에 생긴 데모 에셋 폴더의 데모 씬을 엽니다.  \n\n![Image](https://github.com/madumpa/URP_StylizedLitShader/raw/packageManagerWork/Images~/project.png)\n"
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