// Made with Amplify Shader Editor v1.9.1.2 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Cainos/Pixel Art Platformer - Village House/Sprite Shadow Mask - 2D Lit" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) _StencilReference("Stencil Reference", Float) = 33 [ASEEnd]_MainTex("Main Texture", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" } Cull Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible ENDHLSL Pass { Name "Sprite Lit" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA Stencil { Ref [_StencilReference] Comp Always Pass Replace } HLSLPROGRAM #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS SHADERPASS_SPRITELIT #define SHADERPASS_SPRITELIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" sampler2D _MainTex; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float _StencilReference; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float4 screenPosition : TEXCOORD2; float3 positionWS : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); float _EnableAlphaTexture; #endif VertexOutput vert ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; o.screenPosition = vertexInput.positionNDC; o.positionWS = vertexInput.positionWS; return o; } half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float3 positionWS = IN.positionWS.xyz; float3 positionCS = IN.clipPos.xyz / IN.clipPos.w; float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 Color = tex2D( _MainTex, uv_MainTex ); float4 Mask = float4(1,1,1,1); float3 Normal = float3( 0, 0, 1 ); #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture); #endif Color *= IN.color; SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); InputData2D inputData; InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); return CombinedShapeLightShared(surfaceData, inputData); } ENDHLSL } Pass { Name "Sprite Normal" Tags { "LightMode"="NormalsRendering" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA Stencil { Ref 0 Comp Always Pass Replace } HLSLPROGRAM #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS SHADERPASS_SPRITENORMAL #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" sampler2D _MainTex; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float _StencilReference; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; float3 bitangentWS : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; float3 normalWS = TransformObjectToWorldNormal( v.normal ); o.normalWS = -GetViewForwardDir(); float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w ); o.tangentWS = normalize( tangentWS ); half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w; return o; } half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 Color = tex2D( _MainTex, uv_MainTex ); float3 Normal = float3( 0, 0, 1 ); Color *= IN.color; return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); } ENDHLSL } Pass { Name "Sprite Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA Stencil { Ref 0 Comp Always Pass Replace } HLSLPROGRAM #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS SHADERPASS_SPRITEFORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" sampler2D _MainTex; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float _StencilReference; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 positionWS : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.vertex.xyz ); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; return o; } half4 frag( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float3 positionWS = IN.positionWS.xyz; float3 positionCS = IN.clipPos.xyz / IN.clipPos.w; float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 Color = tex2D( _MainTex, uv_MainTex ); #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, surfaceData); InputData2D inputData; InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); half4 debugColor = 0; SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); #endif Color *= IN.color; return Color; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" sampler2D _MainTex; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float _StencilReference; CBUFFER_END struct VertexInput { float3 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; int _ObjectId; int _PassValue; VertexOutput vert(VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); o.ase_texcoord.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); float3 positionWS = TransformObjectToWorld(v.vertex); o.clipPos = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN ) : SV_TARGET { float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 Color = tex2D( _MainTex, uv_MainTex ); half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } Cull Back HLSLPROGRAM #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" sampler2D _MainTex; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float _StencilReference; CBUFFER_END struct VertexInput { float3 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 _SelectionID; VertexOutput vert(VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); o.ase_texcoord.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); float3 positionWS = TransformObjectToWorld(v.vertex); o.clipPos = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN ) : SV_TARGET { float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 Color = tex2D( _MainTex, uv_MainTex ); half4 outColor = _SelectionID; 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