Fixed the bug from shader gui drawer : [Worker0] Failed to create MaterialEnum, enum UnityEditor.Rendering.HighDefinition.TransparentCullMode not found;
Fixed the bug that outline does not rendering when material type is set to transparent; Fixed the bug that hair shadow buffer does not rendering the object that material type is set to transparent;
This commit is contained in:
@@ -49,7 +49,7 @@ namespace Unity.Toonshader
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AssetDatabase.Refresh();
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}
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EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false);
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EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, true);
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return renderingSettings;
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#else
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: b8d9ae1381ecb2141b4a741976d1c827
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,24 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 02a9f5e1730430c4090d73e427a7f7a3, type: 3}
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m_Name: UTSRenderSettings
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m_EditorClassIdentifier:
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outlineSetting:
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enable: 1
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renderingLayer:
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serializedVersion: 0
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m_Bits: 2
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hairShadowSetting:
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enable: 1
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CasterRenderingLayer:
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serializedVersion: 0
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m_Bits: 4
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 37f2c2f5a413a874b9ec560b74248a71
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -184,7 +184,7 @@ Shader "HDRP/Toon"
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[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
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[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
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@@ -1,130 +0,0 @@
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Shader "Renderers/HairShadowRenderer"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_ColorMap("ColorMap", 2D) = "white" {}
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// Transparency
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[HideInInspector]_BlendMode("_BlendMode", Range(0.0, 1.0)) = 0.5
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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//enable GPU instancing support
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "HairShadow"
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Tags { "LightMode" = "HairShadow" }
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Blend Off
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ZWrite On
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ZTest LEqual
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Cull Front
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HLSLPROGRAM
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#define _SURFACE_TYPE_OPAQUE
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// Toggle the alpha test
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#define _ALPHATEST_ON
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// Toggle transparency
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// #define _SURFACE_TYPE_TRANSPARENT
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// Toggle fog on transparent
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#define _ENABLE_FOG_ON_TRANSPARENT
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// List all the attributes needed in your shader (will be passed to the vertex shader)
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// you can see the complete list of these attributes in VaryingMesh.hlsl
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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// List all the varyings needed in your fragment shader
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_TANGENT_TO_WORLD
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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int _HairShadowPassChannel;
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TEXTURE2D(_ColorMap);
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TEXTURE2D(_HairShadowTex);
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SAMPLER(sampler_HairShadowTex);
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// Declare properties in the UnityPerMaterial cbuffer to make the shader compatible with SRP Batcher.
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CBUFFER_START(UnityPerMaterial)
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float4 _ColorMap_ST;
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float4 _Color;
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float _AlphaCutoff;
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float _BlendMode;
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CBUFFER_END
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersV2.hlsl"
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// If you need to modify the vertex datas, you can uncomment this code
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// Note: all the transformations here are done in object space
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// #define HAVE_MESH_MODIFICATION
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// AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
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// {
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// input.positionOS += input.normalOS * 0.0001; // inflate a bit the mesh to avoid z-fight
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// return input;
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// }
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// Put the code to render the objects in your custom pass in this function
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void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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float cDepth = SampleCameraDepth(posInput.positionNDC);
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float mDepth = posInput.deviceDepth;
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float opacity = 1;
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// const float3 color = float3(LinearEyeDepth(posInput.deviceDepth, _ZBufferParams), 0, 0);
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// A manual depth test is needed here. Custom pass will always draw with no regard of depth.
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// This test was given a quite large leeway to avoid discarding when cDepth = mDepth [Suomi, 20230915]
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//float3 color = float3(cDepth < mDepth + 0.01 ? mDepth : 0, 0, 0); // Can get that in HDRP directly
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float3 color = float3(0, 0, 0);
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color.r = mDepth;
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#ifdef _ALPHATEST_ON
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DoAlphaTest(opacity, _AlphaCutoff);
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#endif
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// Write back the data to the output structures
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ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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builtinData.opacity = opacity;
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builtinData.emissiveColor = float3(0, 0, 0);
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surfaceData.color = color;
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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@@ -1,10 +0,0 @@
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fileFormatVersion: 2
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guid: b3740fc2ef8a5094a81cfb53915422de
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -972,9 +972,6 @@ void Frag(PackedVaryingsToPS packedInput,
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// _EyeBrowBlendingFactor
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outColor.a = _EyeBrowBlendingFactor;
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outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
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//outColor.rgb = float3(hDepth.rg * 5,0);
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#endif
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#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
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@@ -59,7 +59,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
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{
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renderQueueRange = GetRenderQueueRange(renderQueueType),
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = sortingCriteria,
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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@@ -33,11 +33,8 @@ public class UTSOutlinePass : DrawRenderersCustomPass
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var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
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{
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rendererConfiguration = renderConfig,
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renderQueueRange = GetRenderQueueRange(renderQueueType),
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sortingCriteria = sortingCriteria,
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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excludeObjectMotionVectors = false,
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overrideMaterial = overrideMaterial,
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overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
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stateBlock = stateBlock,
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renderingLayerMask = renderingLayerMask,
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};
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@@ -41,27 +41,27 @@ namespace Unity.Toonshader
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[RuntimeInitializeOnLoadMethod]
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public static void RegisterCustomPasses()
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{
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CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
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CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
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CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
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_outlinePass.enabled = _renderSetting.outlineSetting.enable;
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_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
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_outlinePass.enabled = _renderSetting.outlineSetting.enable;
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}
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public static void UnregisterGlobalCustomPass()
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{
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CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
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CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
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CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
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_hairShadowPass.Release();
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}
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public static void NotifyRendererSettingChanged()
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{
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_outlinePass.enabled = _renderSetting.outlineSetting.enable;
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_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
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_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
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_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
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_outlinePass.enabled = _renderSetting.outlineSetting.enable;
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_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
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}
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}
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}
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