Improve AmbientScope and OutlineScope

This commit is contained in:
2025-02-02 17:04:05 +09:00
parent ecd0cfdb9f
commit 281dfbc4f0
11 changed files with 200 additions and 143 deletions

View File

@@ -223,11 +223,6 @@ Shader "HDRP/Toon"
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 0.0
[ToggleUI] _ReceivesSSAO("Receives SSAO", Float) = 1.0
_AO_Factor("_AO_Factor", Range(0.0, 1.0)) = 1
[ToggleUI] _ReceivesSSGI("Receives SSGI", Float) = 1.0
_GI_Factor("_GI_Factor", Range(0.0, 1.0)) = 1
[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
// -----------------------------------------------------------------------
@@ -287,7 +282,6 @@ Shader "HDRP/Toon"
// Surface Inputs
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
//_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.0
@@ -300,12 +294,28 @@ Shader "HDRP/Toon"
_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
[ToggleUI] _Use_SSSLut("Use SSSLut", Int) = 0
_SSSLutMap("SSSLutMap", 2D) = "white" {}
[ToggleUI, HideInInspector] _Use_SSSLut("Use SSSLut", Int) = 0
_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
// Ambient
[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
_IndirectDiffuseMatCapMap("IndirectDiffuseMatCapMap", 2D) = "black" {}
_IndirectDiffuseMatCapLod("IndirectDiffuseMatCapMapLOD", Range(-5, 5)) = 0.0
_IndirectDiffuseIntensity("Indirect Diffuse Intensity", Range(0, 5)) = 1.0
_SSAOWeight("SSAO Weight", Range(0.0, 1.0)) = 1.0
_SSGIWeight("SSGI Weight", Range(0.0, 1.0)) = 1.0
_IndirectSpecularMatCapMap("IndirectSpecularMatCapMap", 2D) = "black" {}
_IndirectSpecularMatCapLod("IndirectSpecularMatCapMapLOD", Range(-5, 5)) = 0.0
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
// Angel Rings
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
@@ -319,12 +329,13 @@ Shader "HDRP/Toon"
_OutlineWidthMap("Outline Tex", 2D) = "white" {}
_OutlineColor("Outline Color", Color) = (0.5, 0.5, 0.5, 1)
_OutlineColorMap("Outline Color Map", 2D) = "white" {}
[Toggle(_)] _AlbedoAffectOutline("AlbedoAffectOutline", Float) = 0
[ToggleUI] _AlbedoAffectOutline("Albedo Affect Outline", Float) = 1
[ToggleUI] _SkyColorAffectOutline("Sky Color Affect Outline", Float) = 1
_SkyColorIntensity("Sky Color Intensity", Range(0, 5)) = 1
_OutlineFadeIn("Outline Fade In", Float) = 50
_OutlineFadeOut("Outline Fade Out", Float) = 100
[Toggle(_)] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
//[HideInInspector]_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5
_BakedNormal("Baked Normal for Outline", 2D) = "white" {}
[ToggleUI] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
@@ -429,12 +440,8 @@ Shader "HDRP/Toon"
//RimLightMask
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
//
[Enum(Off, 0, IBL, 1, Matcap, 2, Ramp, 3)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 0
[Enum(Off, 0, IBL, 1, Matcap, 2)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 0
[Toggle(_)] _MatCap("MatCap", Float) = 0
_MatCapMap("MatCapMap", 2D) = "black" {}
//v.2.0.6
_BlurLevelMatcap("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
_MatCapColor("MatCapColor", Color) = (1, 1, 1, 1)
@@ -473,8 +480,6 @@ Shader "HDRP/Toon"
[Toggle(_)] _Is_ViewCoord_Scroll("Is_ViewCoord_Scroll", Float) = 0
//
//GI Intensity
_ID_Intensity("GI_Intensity", Range(0, 1)) = 1
_IR_Intensity("GI_Intensity", Range(0, 1)) = 1
_Light_Intensity_Multiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.25
//For VR Chat under No effective light objects
_Unlit_Intensity("Unlit_Intensity", Range(0, 4)) = 0
@@ -1010,8 +1015,8 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _RECEIVE_SCREEN_SPACE_SHADOW_ON
#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_MODE_OFF _INDIRECT_DIFFUSE_MODE_IBL _INDIRECT_DIFFUSE_MODE_MATCAP _INDIRECT_DIFFUSE_MODE_RAMP
#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_MODE_OFF _INDIRECT_SPECULAR_MODE_IBL _INDIRECT_SPECULAR_MODE_MATCAP
#pragma shader_feature_local_fragment _MASKMAP
#pragma shader_feature_local_fragment _NORMAL_MAP