Added translaprent support

This commit is contained in:
2025-05-22 22:28:48 +09:00
parent 59b46bce44
commit 5b2eb17148
28 changed files with 357 additions and 214 deletions

View File

@@ -1,6 +1,6 @@
using UnityEngine;
using UnityEngine.Rendering;
using static Misaki.HdrpToon.UtsShaderPropertyName;
using static Misaki.HdrpToon.UTSPropertyName;
namespace Misaki.HdrpToon
{
@@ -25,43 +25,109 @@ namespace Misaki.HdrpToon
public static void SetupPass(Material material)
{
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, (MaterialType)material.GetInteger(SurfaceOptions.MATERIAL_TYPE) == MaterialType.FrontHair);
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, material.GetInteger(SurfaceOptions.HAIR_BLENDING_TARGET) == 1);
}
private static void ResetMaterialCustomRenderQueue(Material material)
{
var isTransparent = material.GetInteger(SurfaceOptions.TRANSPARENT_ENABLED) > 0.0f;
var isAlphaClip = material.GetInteger(SurfaceOptions.ALPHA_CLIP_ENABLE) > 0.0f;
var renderQueue = isTransparent ? RenderPriority.Transparent : (isAlphaClip ? RenderPriority.OpaqueAlphaTest : RenderPriority.Opaque);
material.renderQueue = (int)renderQueue;
}
public static void SetupProperties(Material material)
{
ResetMaterialCustomRenderQueue(material);
// We only do clip for alpha clip in depth pre-pass once. Z test for Gbuffer and forward pass need to set to equal to make sure alpha clip works correctly.
if (material.GetInteger("_AlphaCutoffEnable") > 0.0f)
{
material.SetInt("_ZTestGBuffer", (int)CompareFunction.Equal);
}
else
{
material.SetInt("_ZTestGBuffer", (int)CompareFunction.LessEqual);
}
//if (surfaceType == SurfaceType.Opaque)
//{
material.SetInt("_ZTestDepthEqualForOpaque", (int)CompareFunction.Equal);
//}
//else
// material.SetInt(kZTestDepthEqualForOpaque, (int)material.GetTransparentZTest());
material.SetShaderPassEnabled(UTSPassName.HAIR_SHADOW_CASTER_PASS_NAME, (MaterialType)material.GetInteger(SurfaceOptions.MATERIAL_TYPE) == MaterialType.FrontHair);
material.SetShaderPassEnabled(UTSPassName.HAIR_BLENDING_TARGET_PASS_NAME, material.GetInteger(SurfaceOptions.HAIR_BLENDING_TARGET) == 1);
}
public static void SetupKeywords(Material material)
{
var surfaceType = (SurfaceType)material.GetInteger(SurfaceOptions.SURFACE_TYPE);
var cullMode = (CullMode)material.GetInteger(SurfaceOptions.CULL_MODE);
var doubleSidedEnable = cullMode == CullMode.Off;
CoreUtils.SetKeyword(material, "_SURFACE_TYPE_TRANSPARENT", surfaceType == SurfaceType.Transparent);
CoreUtils.SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
}
public static void SetupProperties(Material material)
{
var surfaceType = (SurfaceType)material.GetInteger(SurfaceOptions.SURFACE_TYPE);
var cullMode = (CullMode)material.GetInteger(SurfaceOptions.CULL_MODE);
// Surface type
var isTransparent = surfaceType == SurfaceType.Transparent;
var isAlphaClip = material.GetInteger(SurfaceOptions.ALPHA_CLIP_ENABLE) == 1;
var renderQueue = isTransparent ? RenderPriority.Transparent : (isAlphaClip ? RenderPriority.OpaqueAlphaTest : RenderPriority.Opaque);
material.SetInteger(InternalProperties.SURFACE_TYPE, isTransparent ? 1 : 0);
material.renderQueue = (int)renderQueue;
// We only do clip for alpha clip in depth pre-pass once. Z test for GBuffer and forward pass need to set to equal to make sure alpha clip works correctly.
if (isAlphaClip)
{
material.SetInteger(InternalProperties.ZTEST_GBUFFER, (int)CompareFunction.Equal);
}
else
{
material.SetInteger(InternalProperties.ZTEST_GBUFFER, (int)CompareFunction.LessEqual);
}
if (isTransparent)
{
material.SetInteger(InternalProperties.ZTEST_DEPTH_EQUAL_FOR_OPAQUE, material.GetInteger(InternalProperties.ZTEST_TRANSPARENT));
material.SetOverrideTag("RenderType", "Transparent");
// TODO: Z write for transparent.
material.SetInteger(InternalProperties.ZWRITE, 0);
material.SetInteger(InternalProperties.DEST_BLEND2, (int)BlendMode.OneMinusSrcAlpha);
//TODO: Implement additive and pre-multiply mode.
material.SetInteger(InternalProperties.SRC_BLEND, (int)BlendMode.One);
material.SetInteger(InternalProperties.DEST_BLEND, (int)BlendMode.OneMinusSrcAlpha);
material.SetInteger(InternalProperties.ALPHA_SRC_BLEND, (int)BlendMode.One);
material.SetInteger(InternalProperties.ALPHA_DEST_BLEND, (int)BlendMode.OneMinusSrcAlpha);
}
else
{
material.SetInteger(InternalProperties.ZTEST_DEPTH_EQUAL_FOR_OPAQUE, (int)CompareFunction.Equal);
material.SetOverrideTag("RenderType", isAlphaClip ? "TransparentCutout" : "");
material.SetInteger(InternalProperties.SRC_BLEND, (int)BlendMode.One);
material.SetInteger(InternalProperties.DEST_BLEND, (int)BlendMode.Zero);
material.SetInteger(InternalProperties.DEST_BLEND2, (int)BlendMode.Zero);
// Caution: we need to setup One for src and Zero for Dst for all element as users could switch from transparent to Opaque and keep remaining value.
// Unity will disable Blending based on these default value.
// Note that for after postprocess we setup 0 in opacity inside the shaders, so we correctly end with 0 in opacity for the compositing pass
material.SetInteger(InternalProperties.ALPHA_SRC_BLEND, (int)BlendMode.One);
material.SetInteger(InternalProperties.ALPHA_DEST_BLEND, (int)BlendMode.Zero);
material.SetInteger(InternalProperties.ZWRITE, 1);
}
// Double sided
var isBackFaceEnable = material.GetInteger(InternalProperties.TRANSPARENT_BACKFACE_ENABLE) == 1 && surfaceType == SurfaceType.Transparent;
var doubleSidedEnable = cullMode == CullMode.Off;
if (doubleSidedEnable)
{
var doubleSidedNormalMode = (DoubleSidedMode)material.GetInteger(SurfaceOptions.DOUBLE_SIDED_NORMAL_MODE);
switch (doubleSidedNormalMode)
{
case DoubleSidedMode.None:
material.SetVector(InternalProperties.DOUBLE_SIDED_CONSTANTS, new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
break;
case DoubleSidedMode.Mirror:
material.SetVector(InternalProperties.DOUBLE_SIDED_CONSTANTS, new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
break;
case DoubleSidedMode.Flip:
material.SetVector(InternalProperties.DOUBLE_SIDED_CONSTANTS, new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
break;
}
}
if (isBackFaceEnable)
{
material.SetInt(InternalProperties.CULL_MODE_FORWARD, (int)CullMode.Back);
}
else
{
material.SetInteger(InternalProperties.CULL_MODE_FORWARD, (int)(doubleSidedEnable ? CullMode.Off : cullMode));
}
// TODO: Setup stencil value. Currently it produce noticeable jittering when surface type is transparent.
// This is caused by taa, _StencilWriteMask need to include StencilUsage.ExcludeFromTUAndAA when surface type is transparent.
}
}
}