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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Assets/Settings/UniversalRP-MediumQuality.asset.meta ================================================ fileFormatVersion: 2 guid: d847b876476d3d6468f5dfcd34266f96 NativeFormatImporter: externalObjects: {} mainObjectFileID: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Settings.meta ================================================ fileFormatVersion: 2 guid: 0735c275001a2c84dafdb30deced5d8d folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ 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 ================================================ fileFormatVersion: 2 guid: 6fc8ff4700512054cbc2c8483fa50721 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ 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); } } } 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assetBundleVariant: ================================================ FILE: Assets/URPStylizedPBRShader/Materials.meta ================================================ fileFormatVersion: 2 guid: bad2507bf3b160246b5fab66af93d715 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ 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" } ================================================ FILE: Assets/URPStylizedPBRShader/StylizedLit.shader.meta ================================================ fileFormatVersion: 2 guid: 120f3700f0523454ba3559f6088085ae ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ 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; 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inProgressEnabled: 1 ================================================ FILE: ProjectSettings/XRSettings.asset ================================================ { "m_SettingKeys": [ "VR Device Disabled", "VR Device User Alert" ], "m_SettingValues": [ "False", "False" ] } ================================================ FILE: README.md ================================================ # URP_StylizedLitShader URP Stylized Lit Shader Repository 이 저장소는 2020.3.7f1으로 작업되었습니다. URP 패키지는 10.4 버전 이상을 사용해 주세요 안녕하세요 프리랜서 테크니컬 아티스트 마둠파입니다. ![image](https://user-images.githubusercontent.com/35050187/100261095-9adcfc00-2f8d-11eb-8d21-866438c88b71.png) Stylied Lit 셰이더는 URP Lit 셰이더를 기반으로 하여 제작되었습니다 Lit 셰이더에서 할 수 없었던 레디언스 제어, 스펙큘러 제어, 프레넬 제어 등을 할 수 있고, 브러시 텍스처를 통하여 다양한 스타일라이즈한 느낌을 추가할 수 있습니다 즉, PBR의 속성을 전부 사용하면서도 조금 더 만화같은 표현을 하기에 적합한 셰이더라고 할 수 있겠습니다 ![image](https://user-images.githubusercontent.com/35050187/100261210-c19b3280-2f8d-11eb-9b87-2c3fad0f5d54.png) 레디언스 제어가 가능하기 때문에 이처럼 NPR 느낌도 잘 소화합니다 ![image](https://user-images.githubusercontent.com/35050187/100261302-e5f70f00-2f8d-11eb-8a63-45a11901120d.png) 프로젝트 첫 화면은 위와 같습니다 ![image](https://user-images.githubusercontent.com/35050187/100262276-463a8080-2f8f-11eb-935a-b5830208bfd0.png) 인스펙터 화면입니다. Lit 셰이더와 비슷하지만 Advance 항목을 클릭하면 Stylized Lit 셰이더만의 옵션이 추가로 보이게 됩니다 ![image](https://user-images.githubusercontent.com/35050187/100262538-9fa2af80-2f8f-11eb-8157-e83b15d12f56.png) Stylized Diffuse 에서는 3가지의 컬러와 Threshold, Smooth를 이용하여 표면의 라이팅을 리매핑하게 됩니다 위 이미지에서 알 수 있듯이 Lambert LightModel을 이용하여 프로시졀하게 Ramp Texture를 만드는 방식이라고 생각하시면 될듯합니다 ![image](https://user-images.githubusercontent.com/35050187/100262768-f6a88480-2f8f-11eb-9cd3-c2b126d695a9.png) Stylized Reflection에서는 Specular와 Fresnel을 추가로 제어할 수 있고, Metal의 큐브맵 밝기와 NonMetal의 큐브맵 밝기를 따로 제어할 수 있습니다 ![image](https://user-images.githubusercontent.com/35050187/100262679-d5479880-2f8f-11eb-8a71-8efc0b407eaa.png) Stylized Lit 셰이더의 가장 큰 특징중에 또 한가지는 브러시 텍스처를 사용할 수 있다는 것입니다 ![image](https://user-images.githubusercontent.com/35050187/100262018-ef34ab80-2f8e-11eb-8654-9a2ac7743afd.png) 브러시 텍스처는 위처럼 제작하면 되고, 각각 R채널은 Med Tone, G채널은 Shadow, B채널은 Reflect 에 대응합니다 샘플링을 아끼기 위해 타일링은 공통으로 쓸 수밖에 없으니 텍스처를 만들때 계획적으로 만들어 사용해 주세요 ![image](https://user-images.githubusercontent.com/35050187/100261554-4423f200-2f8e-11eb-9364-0b35c4d1f1bf.png) 브러시텍스처 적용 사례에 대해서 간단하게 정리해보았습니다 이 셰이더의 사용은 자유롭습니다 상용프로젝트에서 사용하신다면 메일이라도 하나 남겨주시면 감사드리겠습니다 (별을 찍어주셔도 좋습니다) 메일주소는 mnpshino@gmail.com 입니다 감사합니다 --------------------------------------------------- Version 1.1 ![image](https://user-images.githubusercontent.com/35050187/105962483-39d3c080-60c3-11eb-9ebe-11c612051d4b.png) 1.1버전에서는 실시간그림자를 Shadow Color 계산에 포함하는 것으로 수정하였습니다 실시간 그림자와 암부 계산을 한번에 하여 Shadow Smooth로 실시간 그림자 경계까지 한번에 컨트롤 하는것이 가능해졌습니다 또한 GI(Indirect Diffuse)의 밝기를 컨트롤 할 수 있는 GI Intensity 기능이 추가 되었습니다 ---------------------------------------------------- Version 1.2 ![2020_3_newFeature](https://user-images.githubusercontent.com/35050187/122582888-a0b63e00-d093-11eb-9a76-c9135392cd18.gif) 1.2 버전에서는 2020.3이상버전을 지원하며, 뎁스노멀패스가 추가되어 SSAO를 사용할 수 있게 되었습니다. 또한 GGX Specular와 Stylized Specular를 선택할 수 있게 되었습니다. 그리고 Directional Fresnel기능이 추가되어, 암부에서 들어오는 프레넬을 Occlusion할 수 있게 되었습니다. ---------------------------------------------------- 추가 - 패키지 매니저를 통한 다운로드 방법 (컴퓨터에 Git이 설치되어 있어야 합니다) 1. URP 세팅이 된 프로젝트를 열어주세요. 없는 경우 빈 URP 템플릿의 프로젝트를 생성해도 됩니다. 2. 유니티 에디터 상단 메뉴아이템에서 패키지 매니저를 열어주세요. `Window` - `Package Manager` 3. ` + ` 버튼을 눌러 Add package from git URL... 을 선택해주세요. ``` https://github.com/madumpa/URP_StylizedLitShader.git#packageManagerWork ``` 을 붙여넣습니다. ![Image](https://github.com/madumpa/URP_StylizedLitShader/raw/packageManagerWork/Images~/git.png) 4. 설치가 완료되면 Samples 탭을 열어 Demo Assets를 Import 합니다. ![Image](https://github.com/madumpa/URP_StylizedLitShader/raw/packageManagerWork/Images~/samples.png) 5. 프로젝트 뷰에 생긴 데모 에셋 폴더의 데모 씬을 엽니다. ![Image](https://github.com/madumpa/URP_StylizedLitShader/raw/packageManagerWork/Images~/project.png) ================================================ FILE: UserSettings/EditorUserSettings.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!162 &1 EditorUserSettings: m_ObjectHideFlags: 0 serializedVersion: 4 m_ConfigSettings: UnityEditor.ShaderGraph.Blackboard: value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7 flags: 0 UnityEditor.ShaderGraph.FloatingWindowsLayout2: value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b98d9884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0f7b0e1e380cafbf2c3adc18e9cd285a2908b82ec869c8395949c9483d68a8e97ddbd90bf flags: 0 UnityEditor.ShaderGraph.InspectorWindow: value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a5485d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd80908fecb0f9cfddf1eff4e7a1b1eae482f0fcaee1e1928b86d888ed9795958797a7cf flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0 m_VCAutomaticAdd: 1 m_VCDebugCom: 0 m_VCDebugCmd: 0 m_VCDebugOut: 0 m_SemanticMergeMode: 2 m_VCShowFailedCheckout: 1 m_VCOverwriteFailedCheckoutAssets: 1 m_VCProjectOverlayIcons: 1 m_VCHierarchyOverlayIcons: 1 m_VCOtherOverlayIcons: 1 m_VCAllowAsyncUpdate: 0