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:
Misaki
2024-11-19 00:26:28 +09:00
parent 1b47306585
commit 52469649de
12 changed files with 10 additions and 198 deletions

View File

@@ -18,8 +18,6 @@ namespace Unity.Toonshader.Editor
return base.CreateInspectorGUI(); return base.CreateInspectorGUI();
} }
var boxLightAdjustment = (BoxLightAdjustment)target;
var root = new VisualElement var root = new VisualElement
{ {
dataSource = target dataSource = target

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@@ -49,7 +49,7 @@ namespace Unity.Toonshader
AssetDatabase.Refresh(); AssetDatabase.Refresh();
} }
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false); EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, true);
return renderingSettings; return renderingSettings;
#else #else

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@@ -1,8 +0,0 @@
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guid: b8d9ae1381ecb2141b4a741976d1c827
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -1,24 +0,0 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 02a9f5e1730430c4090d73e427a7f7a3, type: 3}
m_Name: UTSRenderSettings
m_EditorClassIdentifier:
outlineSetting:
enable: 1
renderingLayer:
serializedVersion: 0
m_Bits: 2
hairShadowSetting:
enable: 1
CasterRenderingLayer:
serializedVersion: 0
m_Bits: 4

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@@ -1,8 +0,0 @@
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@@ -184,7 +184,7 @@ Shader "HDRP/Toon"
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0 [HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent [HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default [HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 [HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4

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@@ -1,130 +0,0 @@
Shader "Renderers/HairShadowRenderer"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_ColorMap("ColorMap", 2D) = "white" {}
// Transparency
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector]_BlendMode("_BlendMode", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
// #pragma enable_d3d11_debug_symbols
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "HairShadow"
Tags { "LightMode" = "HairShadow" }
Blend Off
ZWrite On
ZTest LEqual
Cull Front
HLSLPROGRAM
#define _SURFACE_TYPE_OPAQUE
// Toggle the alpha test
#define _ALPHATEST_ON
// Toggle transparency
// #define _SURFACE_TYPE_TRANSPARENT
// Toggle fog on transparent
#define _ENABLE_FOG_ON_TRANSPARENT
// List all the attributes needed in your shader (will be passed to the vertex shader)
// you can see the complete list of these attributes in VaryingMesh.hlsl
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
// List all the varyings needed in your fragment shader
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
int _HairShadowPassChannel;
TEXTURE2D(_ColorMap);
TEXTURE2D(_HairShadowTex);
SAMPLER(sampler_HairShadowTex);
// Declare properties in the UnityPerMaterial cbuffer to make the shader compatible with SRP Batcher.
CBUFFER_START(UnityPerMaterial)
float4 _ColorMap_ST;
float4 _Color;
float _AlphaCutoff;
float _BlendMode;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersV2.hlsl"
// If you need to modify the vertex datas, you can uncomment this code
// Note: all the transformations here are done in object space
// #define HAVE_MESH_MODIFICATION
// AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
// {
// input.positionOS += input.normalOS * 0.0001; // inflate a bit the mesh to avoid z-fight
// return input;
// }
// Put the code to render the objects in your custom pass in this function
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
float cDepth = SampleCameraDepth(posInput.positionNDC);
float mDepth = posInput.deviceDepth;
float opacity = 1;
// const float3 color = float3(LinearEyeDepth(posInput.deviceDepth, _ZBufferParams), 0, 0);
// A manual depth test is needed here. Custom pass will always draw with no regard of depth.
// This test was given a quite large leeway to avoid discarding when cDepth = mDepth [Suomi, 20230915]
//float3 color = float3(cDepth < mDepth + 0.01 ? mDepth : 0, 0, 0); // Can get that in HDRP directly
float3 color = float3(0, 0, 0);
color.r = mDepth;
#ifdef _ALPHATEST_ON
DoAlphaTest(opacity, _AlphaCutoff);
#endif
// Write back the data to the output structures
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
ZERO_INITIALIZE(SurfaceData, surfaceData);
builtinData.opacity = opacity;
builtinData.emissiveColor = float3(0, 0, 0);
surfaceData.color = color;
}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}

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@@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: b3740fc2ef8a5094a81cfb53915422de
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -972,9 +972,6 @@ void Frag(PackedVaryingsToPS packedInput,
// _EyeBrowBlendingFactor // _EyeBrowBlendingFactor
outColor.a = _EyeBrowBlendingFactor; outColor.a = _EyeBrowBlendingFactor;
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ; outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
//outColor.rgb = float3(hDepth.rg * 5,0);
#endif #endif
#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW) #if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)

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@@ -59,7 +59,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera) var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
{ {
renderQueueRange = GetRenderQueueRange(renderQueueType), renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = sortingCriteria, sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = false, excludeObjectMotionVectors = false,
stateBlock = stateBlock, stateBlock = stateBlock,

View File

@@ -33,11 +33,8 @@ public class UTSOutlinePass : DrawRenderersCustomPass
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera) var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
{ {
rendererConfiguration = renderConfig, rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(renderQueueType), renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = false, excludeObjectMotionVectors = false,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
stateBlock = stateBlock, stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask, renderingLayerMask = renderingLayerMask,
}; };

View File

@@ -41,27 +41,27 @@ namespace Unity.Toonshader
[RuntimeInitializeOnLoadMethod] [RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses() public static void RegisterCustomPasses()
{ {
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass); CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable); _hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
} }
public static void UnregisterGlobalCustomPass() public static void UnregisterGlobalCustomPass()
{ {
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass); CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
_hairShadowPass.Release(); _hairShadowPass.Release();
} }
public static void NotifyRendererSettingChanged() public static void NotifyRendererSettingChanged()
{ {
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable); _hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer; _hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
} }
} }
} }