Removed the dependency of RenderingLayerMask in UTSOutlinePass;

This commit is contained in:
Misaki
2024-11-20 17:01:24 +09:00
parent 52469649de
commit 60631f558f
9 changed files with 165 additions and 195 deletions

View File

@@ -9,7 +9,6 @@ namespace Unity.Toonshader
public struct UTSOutlineSetting
{
public bool enable;
public RenderingLayerMask renderingLayer;
}
[Serializable]

View File

@@ -194,13 +194,13 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#ifdef _EYE_PARALLAX
#ifdef _EYE_PARALLAX
// Must have view Dir to work
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
float2 parallaxOffset = viewT;
parallaxOffset.y = -parallaxOffset.y;
Set_UV0.xy = clamp(Set_UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
#endif
#endif
#else
// Unused
@@ -249,11 +249,11 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef _ANISOTROPYMAP
surfaceData.anisotropy = SAMPLE_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, TRANSFORM_TEX(Set_UV0, _AnisotropyMap)).r;
#if _PBR_Mode_KK
#if _PBR_Mode_KK
surfaceData.anisotropy += ADD_IDX(_Anisotropy) - 0.5;
#else
#else
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
#endif
#endif
#else
surfaceData.anisotropy = 1.0;
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
@@ -267,9 +267,9 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef _PBR_Mode_TOON
float3 _SpecTex_var = 1;
#ifdef _SPECULARCOLORMAP
#ifdef _SPECULARCOLORMAP
_SpecTex_var = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap)).rgb;
#endif
#endif
specularColor = _SpecTex_var * _SpecularColor;
#else
specularColor = SpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
@@ -298,7 +298,7 @@ void Frag(PackedVaryingsToPS packedInput,
bsdfData.tangentWS = tangentDir;
bsdfData.bitangentWS = bitangentDir;
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); // used to calc shadow
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); // used to calc shadow
UTSAggregateLighting utsAggregateLighting;
ZERO_INITIALIZE(UTSAggregateLighting, utsAggregateLighting);
@@ -351,13 +351,13 @@ void Frag(PackedVaryingsToPS packedInput,
float3 lightColor = ApplyCurrentExposureMultiplier(lightData.color);
float3 lightDirection = -lightData.forward;
#ifndef LIGHT_EVALUATION_NO_COOKIE
#ifndef LIGHT_EVALUATION_NO_COOKIE
if (lightData.cookieMode != COOKIEMODE_NONE)
{
float3 lightToSample = input.positionRWS - lightData.positionRWS;
lightColor *= EvaluateCookie_Directional(context, lightData, lightToSample);
}
#endif
#endif
UTSLightData utsLightData;
utsLightData.lightDirection = lightDirection;
@@ -416,33 +416,33 @@ void Frag(PackedVaryingsToPS packedInput,
light.shadowIndex, L);
}
#endif // UTS_USE_RAYTRACING_SHADOW
#endif // UTS_USE_RAYTRACING_SHADOW
}
#if defined (UTS_USE_RAYTRACING_SHADOW)
#if defined (UTS_USE_RAYTRACING_SHADOW)
else
{
float r = UNITY_SAMPLE_SCREEN_SHADOW(_RaytracedHardShadow, float4(posInput.positionNDC.xy, lightDirection * _ShadowBias, 1));
context.shadowValue = r;
}
#endif // UTS_USE_RAYTRACING_SHADOW
#endif // UTS_USE_RAYTRACING_SHADOW
}
context.shadowValue = lerp(1, context.shadowValue, lightData.shadowDimmer);
customMainLight.shadowValue = context.shadowValue;
}
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
if (_DirectionalShadowIndex >= 0)
finalColor = UTS_SelfShdowMainLight(context, input, _DirectionalShadowIndex);
#else
#else
UTS_MainLight(context, input, utsLightData, surfaceData, bsdfData, inverseClipping, channelAlpha, utsData, utsAggregateLighting);
#endif
#endif
int i = 0; // Declare once to avoid the D3D11 compiler warning.
for (i = 0; i < (int)_DirectionalLightCount; ++i)
for (i = 0; i < (int) _DirectionalLightCount; ++i)
{
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
{
@@ -457,11 +457,11 @@ void Frag(PackedVaryingsToPS packedInput,
utsLightData.shadowTint = _DirectionalLightDatas[i].shadowTint;
utsLightData.penumbraTint = _DirectionalLightDatas[i].penumbraTint;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, 0, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
}
@@ -476,14 +476,14 @@ void Frag(PackedVaryingsToPS packedInput,
{
uint lightCount, lightStart;
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
lightCount = _PunctualLightCount;
lightStart = 0;
#endif
#endif
bool fastPath = false;
#if SCALARIZE_LIGHT_LOOP
#if SCALARIZE_LIGHT_LOOP
uint lightStartLane0;
fastPath = IsFastPath(lightStart, lightStartLane0);
@@ -491,7 +491,7 @@ void Frag(PackedVaryingsToPS packedInput,
{
lightStart = lightStartLane0;
}
#endif
#endif
@@ -508,11 +508,11 @@ void Frag(PackedVaryingsToPS packedInput,
while (v_lightListOffset < lightCount)
{
v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
#if SCALARIZE_LIGHT_LOOP
#if SCALARIZE_LIGHT_LOOP
uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
#else
#else
uint s_lightIdx = v_lightIdx;
#endif
#endif
if (s_lightIdx == -1)
break;
@@ -541,9 +541,9 @@ void Frag(PackedVaryingsToPS packedInput,
utsLightData.shadowTint = s_lightData.shadowTint;
utsLightData.penumbraTint = s_lightData.penumbraTint;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
float shadow = EvaluateShadow_Punctual(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), lightDirection, distances);
context.shadowValue = shadow;
@@ -565,7 +565,7 @@ void Frag(PackedVaryingsToPS packedInput,
}
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
@@ -578,12 +578,12 @@ void Frag(PackedVaryingsToPS packedInput,
{
uint lightCount, lightStart;
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
GetCountAndStart(posInput, LIGHTCATEGORY_AREA, lightStart, lightCount);
#else
#else
lightCount = _AreaLightCount;
lightStart = _PunctualLightCount;
#endif
#endif
// COMPILER BEHAVIOR WARNING!
// If rectangle lights are before line lights, the compiler will duplicate light matrices in VGPR because they are used differently between the two types of lights.
@@ -648,13 +648,13 @@ void Frag(PackedVaryingsToPS packedInput,
//Evaluate the shadow part
float shadow;
posInput.positionWS = posInput.positionWS + utsLightData.lightDirection * _ShadowBias;
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
if ((s_lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
{
shadow = GetScreenSpaceShadow(posInput, s_lightData.screenSpaceShadowIndex);
}
else
#endif
#endif
{
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
}
@@ -662,21 +662,21 @@ void Frag(PackedVaryingsToPS packedInput,
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
}
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
//utsAggregateLighting.directDiffuse += ltcValue.rgb * ltcValue.a * intensity * s_lightData.diffuseDimmer;
//utsAggregateLighting.directDiffuse += intensity;
#endif
#endif
/*
if(s_lightData.lightType == GPULIGHTTYPE_RECTANGLE)
{
#if SHADEROPTIONS_BARN_DOOR
#if SHADEROPTIONS_BARN_DOOR
// Apply the barn door modification to the light data
RectangularLightApplyBarnDoor(s_lightData, posInput.positionWS);
#endif
#endif
if (dot(s_lightData.forward, unL) < FLT_EPS)
{
@@ -691,15 +691,15 @@ void Frag(PackedVaryingsToPS packedInput,
float intensity;
// Compute the light attenuation.
#ifdef ELLIPSOIDAL_ATTENUATION
#ifdef ELLIPSOIDAL_ATTENUATION
// The attenuation volume is an axis-aligned ellipsoid s.t.
// r1 = (r + w / 2), r2 = (r + h / 2), r3 = r.
intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
#else
#else
// The attenuation volume is an axis-aligned box s.t.
// hX = (r + w / 2), hY = (r + h / 2), hZ = r.
intensity = BoxDistanceAttenuation(unL, invHalfDim, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
#endif
#endif
if(intensity != 0.0f)
{
@@ -727,12 +727,12 @@ void Frag(PackedVaryingsToPS packedInput,
float4x3 LD = mul(lightVerts, preLightData.ltcTransformDiffuse);
float3 formFactorD;
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
formFactorD = PolygonFormFactor(LD, real3(0,0,1), 4);
ltcValue = PolygonIrradianceFromVectorFormFactor(formFactorD);
#else
#else
ltcValue = PolygonIrradiance(LD);
#endif
#endif
utsLightData.diffuseDimmer *= ltcValue;
@@ -740,36 +740,36 @@ void Frag(PackedVaryingsToPS packedInput,
// Polygon irradiance in the transformed configuration.
float4x3 LS = mul(lightVerts, preLightData.ltcTransformSpecular);
float3 formFactorS;
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
formFactorS = PolygonFormFactor(LS, real3(0,0,1), 4);
ltcValue = PolygonIrradianceFromVectorFormFactor(formFactorS);
#else
#else
ltcValue = PolygonIrradiance(LS);
#endif
#endif
utsLightData.specularDimmer *= ltcValue;
//Evaluate the shadow part
float shadow;
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
if ((s_lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
{
shadow = GetScreenSpaceShadow(posInput, s_lightData.screenSpaceShadowIndex);
}
else
#endif
#endif
{
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
}
context.shadowValue = shadow;
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
}
@@ -818,11 +818,11 @@ void Frag(PackedVaryingsToPS packedInput,
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformSpecular);
utsLightData.specularDimmer *= ltcValue;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
*/
@@ -917,8 +917,12 @@ void Frag(PackedVaryingsToPS packedInput,
if(hairShadowOpacity > 0)
{
float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
float shadowLength = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
float2 samplingPoint = (input.positionSS.xy + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2 (1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
// Then sample the hair buffer, to see if the fragment lands in shadow.
float4 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint);
float hairDepth = hairBuffer.r;
@@ -937,7 +941,7 @@ void Frag(PackedVaryingsToPS packedInput,
float3 finalColorWoEmissive = AccumulateAggregateLighting(utsAggregateLighting);
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive );
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
finalColor = finalColorWoEmissive + emissive;
@@ -967,26 +971,28 @@ void Frag(PackedVaryingsToPS packedInput,
mDepth = hairPixel > 0.1 ? max(hDepth.r, mDepth) + magic : mDepth; // Move this part of eyebrow in front of the hair
// Added a max here to prevent sampling of hair in the back
if(cDepth - mDepth > 0.02) discard; // Manual Depth Test.
// _EyeBrowBlendingFactor
if(cDepth - mDepth > 0.02) // Manual Depth Test
{
discard;
}
outColor.a = _EyeBrowBlendingFactor;
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
#endif
#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
outColor.rgb = 1;
#ifdef UTS_DEBUG_SELFSHADOW
#ifdef UTS_DEBUG_SELFSHADOW
outColor.rgb = min(finalColor, outColor.rgb);
#endif
#endif
#ifdef UTS_DEBUG_SHADOWMAP
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
#ifdef UTS_DEBUG_SHADOWMAP
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
outColor.rgb = min(context.shadowValue < 0.9f ? clamp(context.shadowValue - 0.2, 0.0, 0.9) : 1.0f, outColor.rgb);
#else
#else
outColor.rgb = min(context.shadowValue, outColor.rgb);
#endif
#endif // ifdef UTS_DEBUG_SHADOWMAP
#endif
#endif // ifdef UTS_DEBUG_SHADOWMAP
#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
#ifdef _DEPTHOFFSET_ON

View File

@@ -277,10 +277,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
if(_Is_BlendAddToRimColor == 1)
{
_RimArea_var = 1 - _RimArea_var;
}
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var,_Is_BlendAddToRimColor);
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5;
@@ -296,15 +294,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
Set_RimLight *= _RimLightVisible;
Set_RimLight *= _RimLight_Strength;
float3 _RimLight_var;
if(_Is_BlendAddToRimColor == 0)
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
}
else
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
}
float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
if (any(Set_RimLight) * maskRimEnabled)
{
@@ -317,16 +308,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
#else
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
Set_RimLight *= _RimLight_Strength;
float3 _RimLight_var;
if(_Is_BlendAddToRimColor == 0)
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
}
else
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
}
float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
#endif

View File

@@ -164,10 +164,8 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = dot(surfaceData.normalWS, V);
if (_Is_BlendAddToRimColor == 1)
{
_RimArea_var = 1 - _RimArea_var;
}
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var, _Is_BlendAddToRimColor);
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(surfaceData.normalWS, lightDirection) + 0.5;
@@ -187,15 +185,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
Set_RimLight *= _RimLightVisible;
Set_RimLight *= _RimLight_Strength;
if(_Is_BlendAddToRimColor == 0)
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight) * 1, _RimLight);
}
else
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight) * 1, _RimLight);
}
if (any(Set_RimLight) * maskRimEnabled)
{
_HighColor_var = overridingRimColor;
@@ -215,22 +205,18 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
diffuseTerm = lerp(diffuseTerm, overrideColor, isMaskEnabled);
channelOutAlpha = _HighlightVisible;
}
// Rim light
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
#else
_HighColor_var *= _TweakHighColorMask_var;
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
Set_RimLight *= _RimLight_Strength;
if (_Is_BlendAddToRimColor == 0)
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight), _RimLight);
}
else
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight), _RimLight);
}
diffuseTerm = diffuseTerm + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
// Rim light
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
#endif
// PBR----------------------------------------------------------------------------------------------------------------

View File

@@ -24,7 +24,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_outputRTHandle?.Release();
_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: Output_RT_Name);
_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
SetEnable(true);
}
@@ -54,13 +54,13 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
depthState = new DepthState(true, CompareFunction.LessEqual),
};
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = sortingCriteria,
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask,

View File

@@ -6,7 +6,7 @@ using UnityEngine.Rendering.HighDefinition;
[HideInInspector]
public class UTSOutlinePass : DrawRenderersCustomPass
{
public UnityEngine.RenderingLayerMask renderingLayerMask;
private ShaderTagId outlineTag = new("Outline");
protected override void Execute(CustomPassContext ctx)
{
@@ -19,8 +19,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
var outlineTag = new ShaderTagId("Outline");
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
{
@@ -36,7 +34,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));

View File

@@ -24,7 +24,6 @@ namespace Unity.Toonshader
_outlinePass = new()
{
name = "UTS Outline",
renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
};
_hairShadowPass = new()
@@ -61,7 +60,6 @@ namespace Unity.Toonshader
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
}
}
}