Code Cleanup;
This commit is contained in:
@@ -1,272 +0,0 @@
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#ifndef UNITY_DEBUG_DISPLAY_INCLUDED
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#define UNITY_DEBUG_DISPLAY_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MipMapDebug.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/ColorPickerDebug.cs.hlsl"
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CBUFFER_START(UnityDebugDisplay)
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// Set of parameters available when switching to debug shader mode
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int _DebugLightingMode; // Match enum DebugLightingMode
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int _DebugShadowMapMode;
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float _DebugViewMaterialArray[11]; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display
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int _DebugMipMapMode; // Match enum DebugMipMapMode
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int _DebugMipMapModeTerrainTexture; // Match enum DebugMipMapModeTerrainTexture
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int _ColorPickerMode; // Match enum ColorPickerDebugMode
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int _DebugStep;
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int _DebugDepthPyramidMip;
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int _DebugFullScreenMode;
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float _DebugTransparencyOverdrawWeight;
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float4 _DebugLightingAlbedo; // x == bool override, yzw = albedo for diffuse
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float4 _DebugLightingSmoothness; // x == bool override, y == override value
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float4 _DebugLightingNormal; // x == bool override
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float4 _DebugLightingAmbientOcclusion; // x == bool override, y == override value
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float4 _DebugLightingSpecularColor; // x == bool override, yzw = specular color
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float4 _DebugLightingEmissiveColor; // x == bool override, yzw = emissive color
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float4 _DebugLightingMaterialValidateHighColor; // user can specific the colors for the validator error conditions
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float4 _DebugLightingMaterialValidateLowColor;
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float4 _DebugLightingMaterialValidatePureMetalColor;
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float4 _MousePixelCoord; // xy unorm, zw norm
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float4 _MouseClickPixelCoord; // xy unorm, zw norm
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int _MatcapMixAlbedo;
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int _MatcapViewScale;
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uint _DebugContactShadowLightIndex;
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CBUFFER_END
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// Local shader variables
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static DirectionalShadowType g_DebugShadowAttenuation = 0;
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StructuredBuffer<int2> _DebugDepthPyramidOffsets;
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/PBRValidator.hlsl"
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// When displaying lux meter we compress the light in order to be able to display value higher than 65504
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// The sun is between 100 000 and 150 000, so we use 4 to be able to cover such a range (4 * 65504)
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#define LUXMETER_COMPRESSION_RATIO 4
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TEXTURE2D(_DebugFont); // Debug font to write string in shader
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TEXTURE2D(_DebugMatCapTexture);
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void GetPropertiesDataDebug(uint paramId, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEWPROPERTIES_TESSELLATION:
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#ifdef TESSELLATION_ON
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_PIXEL_DISPLACEMENT:
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#ifdef _PIXEL_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT:
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#ifdef _VERTEX_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT:
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#ifdef _TESSELLATION_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
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#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_LIGHTMAP:
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#if defined(LIGHTMAP_ON) || defined (DIRLIGHTMAP_COMBINED) || defined(DYNAMICLIGHTMAP_ON)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_INSTANCING:
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#if defined(UNITY_INSTANCING_ENABLED)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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}
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}
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float3 GetTextureDataDebug(uint paramId, float2 uv, Texture2D tex, float4 texelSize, float4 mipInfo, float3 originalColor)
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{
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float3 outColor = originalColor;
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switch (paramId)
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{
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case DEBUGMIPMAPMODE_MIP_RATIO:
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outColor = GetDebugMipColorIncludingMipReduction(originalColor, tex, texelSize, uv, mipInfo);
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break;
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case DEBUGMIPMAPMODE_MIP_COUNT:
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outColor = GetDebugMipCountColor(originalColor, tex);
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break;
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case DEBUGMIPMAPMODE_MIP_COUNT_REDUCTION:
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outColor = GetDebugMipReductionColor(tex, mipInfo);
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break;
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case DEBUGMIPMAPMODE_STREAMING_MIP_BUDGET:
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outColor = GetDebugStreamingMipColor(tex, mipInfo);
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break;
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case DEBUGMIPMAPMODE_STREAMING_MIP:
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outColor = GetDebugStreamingMipColorBlended(originalColor, tex, mipInfo);
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break;
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}
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return outColor;
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}
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// DebugFont code assume black and white font with texture size 256x128 with bloc of 16x16
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#define DEBUG_FONT_TEXT_WIDTH 16
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#define DEBUG_FONT_TEXT_HEIGHT 16
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#define DEBUG_FONT_TEXT_COUNT_X 16
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#define DEBUG_FONT_TEXT_COUNT_Y 8
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#define DEBUG_FONT_TEXT_ASCII_START 32
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#define DEBUG_FONT_TEXT_SCALE_WIDTH 10 // This control the spacing between characters (if a character fill the text block it will overlap).
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// Only support ASCII symbol from DEBUG_FONT_TEXT_ASCII_START to 126
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// return black or white depends if we hit font character or not
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// currentUnormCoord is current unormalized screen position
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// fixedUnormCoord is the position where we want to draw something, this will be incremented by block font size in provided direction
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// color is current screen color
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// color of the font to use
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// direction is 1 or -1 and indicate fixedUnormCoord block shift
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void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction)
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{
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// Are we inside a font display block on the screen ?
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uint2 localCharCoord = currentUnormCoord - fixedUnormCoord;
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if (localCharCoord.x >= 0 && localCharCoord.x < DEBUG_FONT_TEXT_WIDTH && localCharCoord.y >= 0 && localCharCoord.y < DEBUG_FONT_TEXT_HEIGHT)
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{
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localCharCoord.y = DEBUG_FONT_TEXT_HEIGHT - localCharCoord.y;
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asciiValue -= DEBUG_FONT_TEXT_ASCII_START; // Our font start at ASCII table 32;
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uint2 asciiCoord = uint2(asciiValue % DEBUG_FONT_TEXT_COUNT_X, asciiValue / DEBUG_FONT_TEXT_COUNT_X);
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// Unorm coordinate inside the font texture
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uint2 unormTexCoord = asciiCoord * uint2(DEBUG_FONT_TEXT_WIDTH, DEBUG_FONT_TEXT_HEIGHT) + localCharCoord;
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// normalized coordinate
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float2 normTexCoord = float2(unormTexCoord) / float2(DEBUG_FONT_TEXT_WIDTH * DEBUG_FONT_TEXT_COUNT_X, DEBUG_FONT_TEXT_HEIGHT * DEBUG_FONT_TEXT_COUNT_Y);
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#if UNITY_UV_STARTS_AT_TOP
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normTexCoord.y = 1.0 - normTexCoord.y;
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#endif
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float charColor = SAMPLE_TEXTURE2D_LOD(_DebugFont, s_point_clamp_sampler, normTexCoord, 0).r;
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color = color * (1.0 - charColor) + charColor * fontColor;
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}
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fixedUnormCoord.x += DEBUG_FONT_TEXT_SCALE_WIDTH * direction;
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}
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// Shortcut to not have to file direction
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void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
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{
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DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 1);
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}
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// Draw a signed integer
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// Can't display more than 16 digit
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// The two following parameter are for float representation
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// leading0 is used when drawing frac part of a float to draw the leading 0 (call is in charge of it)
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// forceNegativeSign is used to force to display a negative sign as -0 is not recognize
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void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int leading0, bool forceNegativeSign)
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{
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const uint maxStringSize = 16;
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uint absIntValue = abs(intValue);
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// 1. Get size of the number of display
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int numEntries = min((intValue == 0 ? 0 : log10(absIntValue)) + ((intValue < 0 || forceNegativeSign) ? 1 : 0) + leading0, maxStringSize);
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// 2. Shift curseur to last location as we will go reverse
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fixedUnormCoord.x += numEntries * DEBUG_FONT_TEXT_SCALE_WIDTH;
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// 3. Display the number
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for (uint j = 0; j < maxStringSize; ++j)
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{
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// Numeric value incurrent font start on the second row at 0
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DrawCharacter((absIntValue % 10) + '0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
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if (absIntValue < 10)
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break;
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absIntValue /= 10;
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}
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// 4. Display leading 0
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if (leading0 > 0)
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{
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for (int i = 0; i < leading0; ++i)
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{
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DrawCharacter('0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
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}
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}
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// 5. Display sign
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if (intValue < 0 || forceNegativeSign)
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{
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DrawCharacter('-', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
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}
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// 6. Reset cursor at end location
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fixedUnormCoord.x += (numEntries + 2) * DEBUG_FONT_TEXT_SCALE_WIDTH;
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}
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void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
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{
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DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, false);
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}
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void DrawFloat(float floatValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
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{
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if (IsNaN(floatValue))
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{
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DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
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DrawCharacter('a', fontColor, currentUnormCoord, fixedUnormCoord, color);
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DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
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}
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else
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{
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int intValue = int(floatValue);
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bool forceNegativeSign = floatValue >= 0.0f ? false : true;
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DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, forceNegativeSign);
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DrawCharacter('.', fontColor, currentUnormCoord, fixedUnormCoord, color);
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int fracValue = int(frac(abs(floatValue)) * 1e6); // 6 digit
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int leading0 = 6 - (int(log10(fracValue)) + 1); // Counting leading0 to add in front of the float
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DrawInteger(fracValue, fontColor, currentUnormCoord, fixedUnormCoord, color, leading0, false);
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}
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}
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// Debug rendering is performed at the end of the frame (after post-processing).
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// Debug textures are never flipped upside-down automatically. Therefore, we must always flip manually.
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bool ShouldFlipDebugTexture()
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{
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#if UNITY_UV_STARTS_AT_TOP
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return (_ProjectionParams.x > 0);
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#else
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return (_ProjectionParams.x < 0);
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#endif
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}
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#endif
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: ca33d18de8f732043b31a7b3d76017f0
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,27 +0,0 @@
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//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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#ifndef DECODEDEPTHNORMALS_INCLUDED
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#define DECODEDEPTHNORMALS_INCLUDED
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inline float DecodeFloatRG(float2 enc) {
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float2 kDecodeDot = float2(1.0, 1 / 255.0);
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return dot(enc, kDecodeDot);
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}
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inline float3 DecodeViewNormalStereo(float4 enc4) {
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float kScale = 1.7777;
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float3 nn = enc4.xyz * float3(2 * kScale, 2 * kScale, 0) + float3(-kScale, -kScale, 1);
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float g = 2.0 / dot(nn.xyz, nn.xyz);
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float3 n;
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n.xy = g * nn.xy;
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n.z = g - 1;
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return n;
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}
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inline void DecodeDepthNormal(float4 enc, out float depth, out float3 normal) {
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depth = DecodeFloatRG(enc.zw);
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normal = DecodeViewNormalStereo(enc);
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}
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#endif
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@@ -1,298 +0,0 @@
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//Unity Toon Shader/HDRP
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//nobuyuki@unity3d.com
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//toshiyuki@unity3d.com (Universal RP/HDRP)
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float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, float3 mainLihgtDirection, float3 mainLightColor, out float inverseClipping, out float channelOutAlpha, out UTSData utsData)
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{
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channelOutAlpha = 1.0f;
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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inverseClipping = 0;
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
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/* todo. these should be put int a struct */
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float4 Set_UV0 = input.texCoord0;
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float3x3 tangentTransform = input.tangentToWorld;
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//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
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float4 n = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, Set_UV0.xy);
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// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
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float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
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float3 normalLocal = _NormalMap_var.rgb;
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utsData.normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals
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float4 _BaseColorMap_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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float3 i_normalDir = surfaceData.normalWS;
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utsData.viewDirection = V;
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/* to here todo. these should be put int a struct */
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//v.2.0.4
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#if defined(_IS_CLIPPING_MODE)
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//DoubleShadeWithFeather_Clipping
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float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
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float Set_Clipping = saturate((lerp(_ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping) + _Clipping_Level));
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clip(Set_Clipping - 0.5);
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#elif defined(_IS_CLIPPING_TRANSMODE) || defined(_IS_TRANSCLIPPING_ON)
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//DoubleShadeWithFeather_TransClipping
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float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
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float Set_BaseColorMapAlpha = _BaseColorMap_var.a;
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float _IsBaseMapAlphaAsClippingMask_var = lerp(_ClippingMask_var.r, Set_BaseColorMapAlpha, _IsBaseMapAlphaAsClippingMask);
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float _Inverse_Clipping_var = lerp(_IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping);
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float Set_Clipping = saturate((_Inverse_Clipping_var + _Clipping_Level));
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clip(Set_Clipping - 0.5);
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inverseClipping = _Inverse_Clipping_var;
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#elif defined(_IS_CLIPPING_OFF) || defined(_IS_TRANSCLIPPING_OFF)
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//DoubleShadeWithFeather
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#endif
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float shadowAttenuation = (float)lightLoopContext.shadowValue;
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// float4 tmpColor = EvaluateLight_Directional(context, posInput, _DirectionalLightDatas[mainLightIndex]);
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// float3 mainLightColor = tmpColor.xyz;
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float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
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float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
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float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
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float3 lightDirection = normalize(lerp(defaultLightDirection, mainLihgtDirection.xyz, any(mainLihgtDirection.xyz)));
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = mainLightColor;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
||||
|
||||
|
||||
////// Lighting:
|
||||
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
|
||||
//v.2.0.5
|
||||
_Color = _BaseColor;
|
||||
float3 Set_LightColor = lightColor.rgb;
|
||||
float3 Set_BaseColor = lerp((_BaseColorMap_var.rgb * _BaseColor.rgb), ((_BaseColorMap_var.rgb * _BaseColor.rgb) * Set_LightColor), _Is_LightColor_Base);
|
||||
float3 clippingColor = float3(1.0f, 1.0f, 1.0f);
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 5)
|
||||
{
|
||||
clippingColor = float3(0.0f, 0.0f, 0.0f);
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 1)
|
||||
{
|
||||
clippingColor = Set_BaseColor;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode).xyz;
|
||||
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
|
||||
Set_BaseColor = lerp(Set_BaseColor, overridingColor, maskEnabled);
|
||||
Set_BaseColor *= _BaseColorVisible;
|
||||
float Set_BaseColorAlpha = _BaseColorVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
//v.2.0.5
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _BaseColorMap_var, _Use_BaseAs1st);
|
||||
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 2)
|
||||
{
|
||||
clippingColor = Set_1st_ShadeColor;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
|
||||
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor.xyz, maskEnabled);
|
||||
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
|
||||
}
|
||||
float Set_1st_ShadeAlpha = _FirstShadeVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
//v.2.0.5
|
||||
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
|
||||
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
|
||||
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
|
||||
float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition));
|
||||
float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition));
|
||||
|
||||
float _1stColorFeatherForMask = lerp(_BaseShade_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
|
||||
float _2ndColorFeatherForMask = lerp(_1st2nd_Shades_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
|
||||
|
||||
//v.2.0.6
|
||||
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
|
||||
float _SystemShadowsLevel_var = (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel > 0.001 ? (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel : 0.0001;
|
||||
float Set_FinalShadowMask = saturate((1.0 + ((lerp(_HalfLambert_var, _HalfLambert_var * saturate(_SystemShadowsLevel_var), _Set_SystemShadowsToBase) - (_BaseColor_Step - _1stColorFeatherForMask)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0)) / (_BaseColor_Step - (_BaseColor_Step - _1stColorFeatherForMask))));
|
||||
//
|
||||
//Composition: 3 Basic Colors as Set_FinalBaseColor
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 3)
|
||||
{
|
||||
clippingColor = Set_2nd_ShadeColor;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
|
||||
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor.xyz, maskEnabled);
|
||||
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
|
||||
}
|
||||
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 Set_FinalBaseColor = lerp(Set_BaseColor, lerp(Set_1st_ShadeColor, Set_2nd_ShadeColor, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask); // Final Color
|
||||
channelOutAlpha = lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask);
|
||||
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
|
||||
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular
|
||||
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(_HighColor_Power, 5)))), pow(abs(_Specular_var), exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
|
||||
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
|
||||
float3 _HighColorWithOutTweak_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
|
||||
float3 _HighColor_var = _HighColorWithOutTweak_var * _TweakHighColorMask_var;
|
||||
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 4)
|
||||
{
|
||||
clippingColor = _HighColorWithOutTweak_var;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
//Composition: 3 Basic Colors and HighColor as Set_HighColor
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 Set_HighColor;
|
||||
{
|
||||
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
|
||||
|
||||
_HighColor_var *= _HighlightVisible;
|
||||
Set_HighColor =
|
||||
lerp(SATURATE_IF_SDR(Set_FinalBaseColor - _TweakHighColorMask_var), Set_FinalBaseColor,
|
||||
lerp(_Is_BlendAddToHiColor, 1.0
|
||||
, _Is_SpecularToHighColor));
|
||||
float3 addColor =
|
||||
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
|
||||
, _Is_UseTweakHighColorOnShadow);
|
||||
Set_HighColor += addColor;
|
||||
if (any(addColor))
|
||||
{
|
||||
Set_HighColor = lerp(Set_HighColor, overridingColor.xyz, maskEnabled);
|
||||
channelOutAlpha = _HighlightVisible;
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
float3 Set_HighColor = (lerp(SATURATE_IF_SDR((Set_FinalBaseColor - _TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor, 1.0, _Is_SpecularToHighColor)) + lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow));
|
||||
#endif
|
||||
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 = abs((1.0 - dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToRimLight), utsData.viewDirection)));
|
||||
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(i_normalDir, lightDirection) + 0.5;
|
||||
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
|
||||
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
|
||||
float Set_RimLightAlpha = _RimLightVisible;
|
||||
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;
|
||||
float3 _RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
|
||||
if (any(Set_RimLight) * maskRimEnabled)
|
||||
{
|
||||
_RimLight_var = overridingRimColor.xyz;
|
||||
channelOutAlpha = Set_RimLightAlpha;
|
||||
}
|
||||
#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));
|
||||
//Composition: HighColor and RimLight as _RimLight_var
|
||||
float3 _RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
|
||||
#endif
|
||||
//Matcap
|
||||
//v.2.0.6 : CameraRolling Stabilizer
|
||||
//Mirror Script Determination: if sign_Mirror = -1, determine "Inside the mirror".
|
||||
//v.2.0.7
|
||||
utsData.signMirror = 0.0; // i.mirrorFlag; todo.
|
||||
float3 _Camera_Right = UNITY_MATRIX_V[0].xyz;
|
||||
float3 _Camera_Front = UNITY_MATRIX_V[2].xyz;
|
||||
float3 _Up_Unit = float3(0, 1, 0);
|
||||
float3 _Right_Axis = cross(_Camera_Front, _Up_Unit);
|
||||
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_Right_Axis = -1 * _Right_Axis;
|
||||
_Rotate_MatCapUV = -1 * _Rotate_MatCapUV;
|
||||
}
|
||||
else {
|
||||
_Right_Axis = _Right_Axis;
|
||||
}
|
||||
float _Camera_Right_Magnitude = sqrt(_Camera_Right.x * _Camera_Right.x + _Camera_Right.y * _Camera_Right.y + _Camera_Right.z * _Camera_Right.z);
|
||||
float _Right_Axis_Magnitude = sqrt(_Right_Axis.x * _Right_Axis.x + _Right_Axis.y * _Right_Axis.y + _Right_Axis.z * _Right_Axis.z);
|
||||
float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude);
|
||||
utsData.cameraRoll = acos(clamp(_Camera_Roll_Cos, -1, 1));
|
||||
utsData.cameraDir = _Camera_Right.y < 0 ? -1 : 1;
|
||||
float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV * 3.141592654) - utsData.cameraDir * utsData.cameraRoll * _CameraRolling_Stabilizer;
|
||||
//v.2.0.7
|
||||
float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0.xy, (_Rotate_NormalMapForMatCapUV * 3.141592654f), float2(0.5, 0.5), 1.0);
|
||||
//V.2.0.6
|
||||
float3 _NormalMapForMatCap_var = UnpackNormalScale(tex2D(_NormalMapForMatCap, TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)), _BumpScaleMatcap);
|
||||
//v.2.0.5: MatCap with camera skew correction
|
||||
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp(i_normalDir, mul(_NormalMapForMatCap_var.rgb, tangentTransform).rgb, _Is_NormalMapForMatCap), 0))).rgb;
|
||||
float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
|
||||
float3 NormalBlend_MatcapUV_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
|
||||
float3 noSknewViewNormal = NormalBlend_MatcapUV_Base * dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail) / NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail;
|
||||
float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal, viewNormal, _Is_Ortho).rg * 0.5) + 0.5;
|
||||
//v.2.0.7
|
||||
float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0 + _Tweak_MatCapUV)) * (1.0 - 0.0)) / ((1.0 - _Tweak_MatCapUV) - (0.0 + _Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0);
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_Rot_MatCapUV_var.x = 1 - _Rot_MatCapUV_var.x;
|
||||
}
|
||||
else {
|
||||
_Rot_MatCapUV_var = _Rot_MatCapUV_var;
|
||||
}
|
||||
//v.2.0.6 : LOD of Matcap
|
||||
//
|
||||
//MatcapMask
|
||||
float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler, float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler), 0.0, _BlurLevelMatcap));
|
||||
float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask, TRANSFORM_TEX(Set_UV0, _Set_MatcapMask));
|
||||
float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel);
|
||||
//
|
||||
float3 _Is_LightColor_MatCap_var = lerp((_MatCap_Sampler_var.rgb * _MatCapColor.rgb), ((_MatCap_Sampler_var.rgb * _MatCapColor.rgb) * Set_LightColor), _Is_LightColor_MatCap);
|
||||
//v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply
|
||||
float3 Set_MatCap = lerp(_Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakMatCapOnShadow)) + lerp(Set_HighColor * Set_FinalShadowMask * (1.0 - _TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow);
|
||||
|
||||
//
|
||||
//Composition: RimLight and MatCap as finalColor
|
||||
//Broke down finalColor composition
|
||||
float3 matCapColorOnAddMode = _RimLight_var + Set_MatCap * _Tweak_MatcapMaskLevel_var;
|
||||
float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp(1.0, (1.0 - (Set_FinalShadowMask) * (1.0 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow);
|
||||
float3 matCapColorOnMultiplyMode = Set_HighColor * (1 - _Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor * Set_MatCap * _Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0, 0, 0), Set_RimLight, _RimLight);
|
||||
float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap);
|
||||
float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
|
||||
//
|
||||
//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
|
||||
float3 envLightColor = DecodeLightProbe(utsData.normalDirection) < float3(1, 1, 1) ? DecodeLightProbe(utsData.normalDirection) : float3(1, 1, 1);
|
||||
float envLightIntensity = 0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b < 1 ? (0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b) : 1;
|
||||
|
||||
finalColor = SATURATE_IF_SDR(finalColor) + (envLightColor * envLightIntensity * _GI_Intensity * smoothstep(1, 0, envLightIntensity / 2)) + emissive;
|
||||
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f3d7136d29e4e94694ab0df05f6a94c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,143 +0,0 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
float3 UTS_OtherLights(FragInputs input, float3 i_normalDir,
|
||||
float3 additionalLightColor, float3 lightDirection, float notDirectional, out float channelOutAlpha)
|
||||
{
|
||||
channelOutAlpha = 1.0f;
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode != 0)
|
||||
{
|
||||
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
|
||||
/* todo. these should be put into struct */
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float3x3 tangentTransform = input.tangentToWorld;
|
||||
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
|
||||
float4 n = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, Set_UV0.xy, 0);
|
||||
// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
|
||||
float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
|
||||
float3 normalLocal = _NormalMap_var.rgb;
|
||||
float3 normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals
|
||||
// float3 i_normalDir = surfaceData.normalWS;
|
||||
float3 viewDirection = V;
|
||||
float4 _MainTex_var = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex), 0.0f);
|
||||
/* end of todo.*/
|
||||
|
||||
|
||||
|
||||
//v.2.0.5:
|
||||
float3 addPassLightColor = (0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5) * additionalLightColor.rgb;
|
||||
float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
|
||||
float3 lightColor = max(0, lerp(addPassLightColor, lerp(0, min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional), _Is_Filter_LightColor));
|
||||
float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
|
||||
//v.2.0.5:
|
||||
_BaseColor_Step = saturate(_BaseColor_Step + _StepOffset);
|
||||
_ShadeColor_Step = saturate(_ShadeColor_Step + _StepOffset);
|
||||
//
|
||||
//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
|
||||
float _LightIntensity = lerp(0, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b), notDirectional);
|
||||
//v.2.0.5: Filtering the high intensity zone of PointLights
|
||||
float3 Set_LightColor = lightColor;
|
||||
//
|
||||
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float4 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
|
||||
Set_BaseColor = lerp(Set_BaseColor, overridingColor.xyz, maskEnabled);
|
||||
Set_BaseColor *= _BaseColorVisible;
|
||||
float Set_BaseColorAlpha = _BaseColorVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap),0.0f), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
|
||||
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor.xyz, maskEnabled);
|
||||
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
|
||||
}
|
||||
float Set_1st_ShadeAlpha = _FirstShadeVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
|
||||
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap), 0.0), _1st_ShadeMap_var, _Use_1stAs2nd);
|
||||
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
|
||||
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
|
||||
float4 _Set_2nd_ShadePosition_var = tex2Dlod(_Set_2nd_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition),0.0f,0.0f));
|
||||
float4 _Set_1st_ShadePosition_var = tex2Dlod(_Set_1st_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition),0.0f, 0.0f));
|
||||
//v.2.0.5:
|
||||
float _1stColorFeatherForMask = lerp(_BaseShade_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
|
||||
float _2ndColorFeatherForMask = lerp(_1st2nd_Shades_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
float Set_FinalShadowMask = saturate((1.0 + ((lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase) - (_BaseColor_Step - _1stColorFeatherForMask)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0)) / (_BaseColor_Step - (_BaseColor_Step - _1stColorFeatherForMask))));
|
||||
|
||||
|
||||
|
||||
|
||||
//Composition: 3 Basic Colors as finalColor
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
|
||||
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor.xyz, maskEnabled);
|
||||
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
|
||||
}
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 finalColor = lerp(Set_BaseColor, lerp(Set_1st_ShadeColor, Set_2nd_ShadeColor, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask); // Final Color
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
||||
channelOutAlpha = lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask);
|
||||
#endif
|
||||
//v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
|
||||
|
||||
float4 _Set_HighColorMask_var = tex2Dlod(_Set_HighColorMask, float4(TRANSFORM_TEX(Set_UV0, _Set_HighColorMask),0.0f,0.0f));
|
||||
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular
|
||||
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(abs(_HighColor_Power), 5)))), pow(abs(_Specular_var), exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
|
||||
float4 _HighColor_Tex_var = tex2Dlod(_HighColor_Tex, float4( TRANSFORM_TEX(Set_UV0, _HighColor_Tex),0.0f,0.0f));
|
||||
|
||||
float3 _HighColor_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
|
||||
_HighColor_var *= _TweakHighColorMask_var;
|
||||
_HighColor_var *= _HighlightVisible;
|
||||
finalColor =
|
||||
lerp(saturate(finalColor - _TweakHighColorMask_var), finalColor,
|
||||
lerp(_Is_BlendAddToHiColor, 1.0
|
||||
, _Is_SpecularToHighColor));
|
||||
float3 addColor =
|
||||
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
|
||||
, _Is_UseTweakHighColorOnShadow);
|
||||
finalColor += addColor;
|
||||
if (any(addColor))
|
||||
{
|
||||
finalColor = lerp(finalColor, overridingColor.xyz, maskEnabled);
|
||||
channelOutAlpha = _HighlightVisible;
|
||||
}
|
||||
|
||||
}
|
||||
#else
|
||||
_HighColor_var *= _TweakHighColorMask_var;
|
||||
finalColor = finalColor + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
//
|
||||
|
||||
finalColor = SATURATE_IF_SDR(finalColor);
|
||||
|
||||
// pointLightColor += finalColor;
|
||||
|
||||
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 840a356bfe23a2d47830da601e134150
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -11,7 +11,7 @@ Shader "HDRP/Toon"
|
||||
// -----------------------------------------------------------------------------
|
||||
[HideInInspector] _simpleUI("SimpleUI", Int) = 0
|
||||
// Versioning of material to help for upgrading
|
||||
[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
|
||||
[HideInInspector] [Enum(Off, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
|
||||
[HideInInspector] _utsVersionX("VersionX", Float) = 0
|
||||
[HideInInspector] _utsVersionY("VersionY", Float) = 7
|
||||
[HideInInspector] _utsVersionZ("VersionZ", Float) = 6
|
||||
@@ -24,8 +24,8 @@ Shader "HDRP/Toon"
|
||||
|
||||
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
|
||||
|
||||
[KeywordEnum(OFF, FrontHair, Face, Eye)] _Material_Type("Material Type", Float) = 0
|
||||
[KeywordEnum(OFF, ST, ANISO, KK, TOON)] _PBR_Mode("PBR MODE", Float) = 0
|
||||
[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", int) = 0
|
||||
[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR MODE", int) = 0
|
||||
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
|
||||
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||
_MaskMap("MaskMap", 2D) = "white" {}
|
||||
@@ -185,7 +185,7 @@ Shader "HDRP/Toon"
|
||||
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
|
||||
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
|
||||
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
||||
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
|
||||
[Enum(Off, 0, Front, 1, Back, 2)] _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] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
|
||||
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
||||
@@ -253,33 +253,33 @@ Shader "HDRP/Toon"
|
||||
[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
|
||||
[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 0.0
|
||||
[ToggleUI] _ReceivesSSAO("Receives SSAO", Float) = 1.0
|
||||
_AOMin("_AOMin", Range(0.0, 1.0)) = 0
|
||||
_AO_Factor("_AO_Factor", Range(0.0, 1.0)) = 1
|
||||
[ToggleUI] _ReceivesSSGI("Receives SSGI", Float) = 1.0
|
||||
_GIMultiplier("_GIMultiplier", Range(1.0, 10.0)) = 1
|
||||
_GI_Factor("_GI_Factor", Range(1.0, 10.0)) = 1
|
||||
[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
|
||||
|
||||
|
||||
[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
|
||||
[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
|
||||
[Enum(OFF, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
|
||||
[Enum(Off, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
|
||||
// these are set in UniversalToonGUI.cs in accordance with _StencilMode
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_StencilNo("Stencil No", Float) = 1
|
||||
_StencilOpPass("Stencil Operation", Float) = 0
|
||||
_StencilOpFail("Stencil Operation", Float) = 0
|
||||
[Enum(OFF, 0, ON, 1, ] _TransparentEnabled("Transparent Mode", int) = 0
|
||||
[Enum(Off, 0, ON, 1)] _TransparentEnabled("Transparent Mode", int) = 0
|
||||
|
||||
// DoubleShadeWithFeather
|
||||
// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
|
||||
// ShadingGradeMap
|
||||
// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
|
||||
[Enum(OFF, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0
|
||||
[Enum(Off, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0
|
||||
|
||||
[Enum(OFF, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
|
||||
[Enum(OFF, 0, ONT, 1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
|
||||
[Enum(OFF, 0, ONT, 1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
|
||||
[Enum(Off, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
|
||||
[Enum(Off, 0, ONT, 1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
|
||||
[Enum(Off, 0, ONT, 1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
|
||||
_SPRDefaultUnlitColorMask("SPRDefaultUnlit Path Color Mask", int) = 15
|
||||
[Enum(OFF, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
|
||||
[Enum(Off, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
|
||||
// ClippingMask paramaters from Here.
|
||||
_ClippingMask("ClippingMask", 2D) = "white" {}
|
||||
//v.2.0.4
|
||||
@@ -320,8 +320,8 @@ Shader "HDRP/Toon"
|
||||
_SDFNoseHighlightSmoothRange("SDFNoseHighlightSmoothRange", Range(0.0, 0.1)) = 0.02
|
||||
|
||||
// Hair Shadow
|
||||
[Toggle(_)] _Is_CastHairShadow("Is_CastHairShadow", Float) = 0
|
||||
[Toggle(_)] _Is_ReceiveHairShadow("Is_ReceiveHairShadow", Float) = 0
|
||||
[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
|
||||
[Toggle] _Receive_Hair_Shadow("ReceiveHairShadow", Float) = 0
|
||||
|
||||
_ShadowBias("ShadowBias", Range(0.0, 5.0)) = 0.0
|
||||
|
||||
@@ -333,7 +333,7 @@ Shader "HDRP/Toon"
|
||||
_EyeParallaxAmount("EyeParallaxAmount", Float) = 0.1
|
||||
|
||||
// Eyebrow Seethrough
|
||||
[Togle(_)] _Is_HairBlendingTarget("_Is_HairBlendingTarget", Float) = 0
|
||||
[Toggle(_)] _HairBlendingTarget("HairBlendingTarget", Float) = 0
|
||||
_HairBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
|
||||
|
||||
//v.2.0.6
|
||||
@@ -391,8 +391,11 @@ Shader "HDRP/Toon"
|
||||
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
|
||||
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
|
||||
//
|
||||
_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Float) = 0
|
||||
_Indirect_Specular_Mode("_Indirect_Specular_Mode", Float) = 0
|
||||
|
||||
[Toggle(_)] _MatCap("MatCap", Float) = 0
|
||||
_MatCap_Sampler("MatCap_Sampler", 2D) = "black" {}
|
||||
_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)
|
||||
@@ -574,7 +577,7 @@ Shader "HDRP/Toon"
|
||||
// variable declaration
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
#include "UtsHdrpProperties.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Properties/UtsHdrpProperties.hlsl"
|
||||
|
||||
// TODO:
|
||||
// Currently, Lit.hlsl and LitData.hlsl are included for every pass. Split Lit.hlsl in two:
|
||||
@@ -964,20 +967,20 @@ Shader "HDRP/Toon"
|
||||
// Setup DECALS_OFF so the shader stripper can remove variants
|
||||
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
|
||||
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
||||
// Supported shadow modes per light type
|
||||
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
|
||||
#pragma multi_compile MATERIAL_TYPE_STANDARD MATERIAL_TYPE_FRONT_HAIR MATERIAL_TYPE_FACE MATERIAL_TYPE_EYE
|
||||
#pragma multi_compile _PBR_Mode_OFF _PBR_Mode_ST _PBR_Mode_ANISO _PBR_Mode_KK _PBR_Mode_TOON
|
||||
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||||
#define AREA_SHADOW_LOW
|
||||
|
||||
#pragma multi_compile_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
|
||||
#pragma multi_compile_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_TOON
|
||||
|
||||
#pragma multi_compile_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
|
||||
#pragma multi_compile_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
|
||||
|
||||
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||||
#define SHADERPASS SHADERPASS_FORWARD
|
||||
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
|
||||
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
||||
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||||
#endif
|
||||
#pragma shader_feature _ _SHADINGGRADEMAP
|
||||
// used in ShadingGradeMap
|
||||
#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
|
||||
#pragma shader_feature _IS_ANGELRING_OFF _IS_ANGELRING_ON
|
||||
@@ -994,23 +997,32 @@ Shader "HDRP/Toon"
|
||||
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
|
||||
#pragma shader_feature ENABLE_UTS_HAIR_BLENDING
|
||||
|
||||
#pragma shader_feature_local _MASKMAP
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ANISOTROPYMAP
|
||||
#pragma shader_feature_local _SPECULARCOLORMAP
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||
|
||||
#pragma shader_feature_local _SDFShadow
|
||||
#pragma shader_feature_local _RECEIVE_HAIR_SHADOW
|
||||
#pragma shader_feature_local_fragment _SDFShadow
|
||||
#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
|
||||
|
||||
#define PUNCTUAL_SHADOW_MEDIUM
|
||||
#define DIRECTIONAL_SHADOW_MEDIUM
|
||||
#define AREA_SHADOW_MEDIUM
|
||||
|
||||
#ifndef SHADER_STAGE_FRAGMENT
|
||||
#define SHADOW_LOW
|
||||
#define USE_FPTL_LIGHTLIST
|
||||
#endif
|
||||
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
||||
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||||
|
||||
#ifdef DEBUG_DISPLAY
|
||||
# if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
|
||||
#include "DebugDisplay.hlsl"
|
||||
# else
|
||||
#include "DebugDisplayHDRP7.hlsl"
|
||||
# endif
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
#endif
|
||||
|
||||
// The light loop (or lighting architecture) is in charge to:
|
||||
@@ -1025,19 +1037,16 @@ Shader "HDRP/Toon"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||||
#ifdef DEBUG_DISPLAY
|
||||
# if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
|
||||
#include "ShaderPassForward.hlsl"
|
||||
# else
|
||||
#include "ShaderPassForwardHDRP7.hlsl"
|
||||
# endif
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/ShaderPassForward.hlsl"
|
||||
#else
|
||||
#include "UtsLightLoop.hlsl"
|
||||
#include "ShaderPassForwardUTS.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Lighting/UtsLightLoop.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/UtsShaderPassForward.hlsl"
|
||||
#endif
|
||||
|
||||
#pragma vertex Vert
|
||||
@@ -1145,8 +1154,8 @@ Shader "HDRP/Toon"
|
||||
|
||||
|
||||
|
||||
#include "HDRPToonHead.hlsl"
|
||||
#include "HDRPToonOutline.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
@@ -1206,8 +1215,8 @@ Shader "HDRP/Toon"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||||
#endif
|
||||
|
||||
#include "HDRPToonHead.hlsl"
|
||||
#include "HDRPToonHairBlending.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/HDRPToonHairBlending.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
@@ -1425,5 +1434,6 @@ Shader "HDRP/Toon"
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
|
||||
//CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
|
||||
CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
|
||||
}
|
||||
|
||||
@@ -1,23 +0,0 @@
|
||||
float StepAntiAliasing(float x, float y)
|
||||
{
|
||||
float v = x - y;
|
||||
return saturate(v / (fwidth(v)+HALF_MIN));//fwidth(x) = abs(ddx(x) + ddy(x))
|
||||
}
|
||||
|
||||
float Remap(float In, float2 InMinMax, float2 OutMinMax)
|
||||
{
|
||||
return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
|
||||
}
|
||||
|
||||
float3 ToonMaping(float3 x)
|
||||
{
|
||||
x = x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14);
|
||||
return x;
|
||||
}
|
||||
|
||||
float3 GetSmoothedWorldNormal(float2 uv, float3x3 t_tbn)
|
||||
{
|
||||
float3 normal = float3(uv, 0);
|
||||
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
||||
return mul(normal, t_tbn);
|
||||
}
|
||||
@@ -1,352 +0,0 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#ifndef UCTS_HDRP_INCLUDED
|
||||
#define UCTS_HDRP_INCLUDED
|
||||
|
||||
#define UCTS_HDRP 1
|
||||
|
||||
#define UTS_LAYER_VISIBILITY
|
||||
|
||||
|
||||
|
||||
#ifndef DIRECTIONAL
|
||||
# define DIRECTIONAL
|
||||
#endif
|
||||
|
||||
#define FP_BUFFER 1
|
||||
#if FP_BUFFER
|
||||
#define SATURATE_IF_SDR(x) (x)
|
||||
#define SATURATE_BASE_COLOR_IF_SDR(x) (x)
|
||||
#else
|
||||
#define SATURATE_IF_SDR(x) saturate(x)
|
||||
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
|
||||
#endif
|
||||
|
||||
struct UTSData
|
||||
{
|
||||
float3 viewDirection;
|
||||
float3 normalDirection;
|
||||
fixed cameraDir;
|
||||
float cameraRoll;
|
||||
fixed signMirror;
|
||||
};
|
||||
|
||||
//#define UTSDATA_ZERO_INITIALIZE (UTSData)
|
||||
|
||||
struct UTSLightData
|
||||
{
|
||||
float3 lightDirection;
|
||||
float3 lightColor;
|
||||
float diffuseDimmer;
|
||||
float specularDimmer;
|
||||
float3 shadowTint;
|
||||
float penumbraTint;
|
||||
float shadowValue;
|
||||
};
|
||||
|
||||
struct UTSAggregateLighting
|
||||
{
|
||||
float3 directDiffuse;
|
||||
float3 directSpecular;
|
||||
float3 indirectDiffuse;
|
||||
float3 indirectSpecular;
|
||||
};
|
||||
|
||||
float3 AccumulateAggregateLighting(UTSAggregateLighting aggregateLighting)
|
||||
{
|
||||
return SATURATE_IF_SDR(aggregateLighting.directDiffuse + aggregateLighting.directSpecular) + aggregateLighting.indirectDiffuse + aggregateLighting.indirectSpecular;
|
||||
}
|
||||
|
||||
#if defined(UNITY_PASS_PREPASSBASE) || defined(UNITY_PASS_DEFERRED) || defined(UNITY_PASS_SHADOWCASTER)
|
||||
#undef FOG_LINEAR
|
||||
#undef FOG_EXP
|
||||
#undef FOG_EXP2
|
||||
#endif
|
||||
|
||||
|
||||
#if 1
|
||||
|
||||
// Legacy for compatibility with existing shaders
|
||||
inline bool IsGammaSpace()
|
||||
{
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
return true;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
half3 SHEvalLinearL0L1(half4 normal)
|
||||
{
|
||||
half3 x;
|
||||
|
||||
// Linear (L1) + constant (L0) polynomial terms
|
||||
x.r = dot(unity_SHAr, normal);
|
||||
x.g = dot(unity_SHAg, normal);
|
||||
x.b = dot(unity_SHAb, normal);
|
||||
|
||||
return x;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
half3 SHEvalLinearL2(half4 normal)
|
||||
{
|
||||
half3 x1, x2;
|
||||
// 4 of the quadratic (L2) polynomials
|
||||
half4 vB = normal.xyzz * normal.yzzx;
|
||||
x1.r = dot(unity_SHBr, vB);
|
||||
x1.g = dot(unity_SHBg, vB);
|
||||
x1.b = dot(unity_SHBb, vB);
|
||||
|
||||
// Final (5th) quadratic (L2) polynomial
|
||||
half vC = normal.x * normal.x - normal.y * normal.y;
|
||||
x2 = unity_SHC.rgb * vC;
|
||||
|
||||
return x1 + x2;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
// output in active color space
|
||||
half3 ShadeSH9(half4 normal)
|
||||
{
|
||||
// Linear + constant polynomial terms
|
||||
half3 res = SHEvalLinearL0L1(normal);
|
||||
|
||||
// Quadratic polynomials
|
||||
res += SHEvalLinearL2(normal);
|
||||
|
||||
# ifdef UNITY_COLORSPACE_GAMMA
|
||||
res = LinearToGammaSpace(res);
|
||||
# endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
float3 DecodeLightProbe(float3 N) {
|
||||
return ShadeSH9(float4(N, 1));
|
||||
}
|
||||
|
||||
|
||||
inline float GammaToLinearSpaceExact(float value)
|
||||
{
|
||||
if (value <= 0.04045F)
|
||||
return value / 12.92F;
|
||||
else if (value < 1.0F)
|
||||
return pow((value + 0.055F) / 1.055F, 2.4F);
|
||||
else
|
||||
return pow(value, 2.2F);
|
||||
}
|
||||
|
||||
inline float3 GammaToLinearSpace(float3 sRGB)
|
||||
{
|
||||
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h);
|
||||
|
||||
// Precise version, useful for debugging.
|
||||
//return half3(GammaToLinearSpaceExact(sRGB.r), GammaToLinearSpaceExact(sRGB.g), GammaToLinearSpaceExact(sRGB.b));
|
||||
}
|
||||
|
||||
inline float LinearToGammaSpaceExact(float value)
|
||||
{
|
||||
if (value <= 0.0F)
|
||||
return 0.0F;
|
||||
else if (value <= 0.0031308F)
|
||||
return 12.92F * value;
|
||||
else if (value < 1.0F)
|
||||
return 1.055F * pow(value, 0.4166667F) - 0.055F;
|
||||
else
|
||||
return pow(value, 0.45454545F);
|
||||
}
|
||||
|
||||
inline float3 LinearToGammaSpace(float3 linRGB)
|
||||
{
|
||||
linRGB = max(linRGB, float3(0.h, 0.h, 0.h));
|
||||
// An almost-perfect approximation from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
||||
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
|
||||
|
||||
// Exact version, useful for debugging.
|
||||
//return half3(LinearToGammaSpaceExact(linRGB.r), LinearToGammaSpaceExact(linRGB.g), LinearToGammaSpaceExact(linRGB.b));
|
||||
}
|
||||
|
||||
|
||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
#define UNITY_FOG_COORDS(idx) UNITY_FOG_COORDS_PACKED(idx, float1)
|
||||
|
||||
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
|
||||
// mobile or SM2.0: calculate fog factor per-vertex
|
||||
#define UNITY_TRANSFER_FOG(o,outpos) UNITY_CALC_FOG_FACTOR((outpos).z); o.fogCoord.x = unityFogFactor
|
||||
#else
|
||||
// SM3.0 and PC/console: calculate fog distance per-vertex, and fog factor per-pixel
|
||||
#define UNITY_TRANSFER_FOG(o,outpos) o.fogCoord.x = (outpos).z
|
||||
#endif
|
||||
#else
|
||||
#define UNITY_FOG_COORDS(idx)
|
||||
#define UNITY_TRANSFER_FOG(o,outpos)
|
||||
#endif
|
||||
|
||||
#define UNITY_FOG_LERP_COLOR(col,fogCol,fogFac) col.rgb = lerp((fogCol).rgb, (col).rgb, saturate(fogFac))
|
||||
|
||||
|
||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
|
||||
// mobile or SM2.0: fog factor was already calculated per-vertex, so just lerp the color
|
||||
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_FOG_LERP_COLOR(col,fogCol,(coord).x)
|
||||
#else
|
||||
// SM3.0 and PC/console: calculate fog factor and lerp fog color
|
||||
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_CALC_FOG_FACTOR((coord).x); UNITY_FOG_LERP_COLOR(col,fogCol,unityFogFactor)
|
||||
#endif
|
||||
#else
|
||||
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol)
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_PASS_FORWARDADD
|
||||
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,fixed4(0,0,0,0))
|
||||
#else
|
||||
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
|
||||
#endif
|
||||
|
||||
#endif //#if false
|
||||
|
||||
#ifdef DIRECTIONAL
|
||||
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
|
||||
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
|
||||
#define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a)
|
||||
#endif
|
||||
|
||||
// Transforms 2D UV by scale/bias property
|
||||
//#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
|
||||
#define UCTS_TEXTURE2D(tex,name) SAMPLE_TEXTURE2D(tex,sampler##tex,TRANSFORM_TEX(name, tex));
|
||||
|
||||
|
||||
inline float4 UnityObjectToClipPosInstanced(in float3 pos)
|
||||
{
|
||||
// return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorldArray[unity_InstanceID], float4(pos, 1.0)));
|
||||
// todo. right?
|
||||
return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 1.0)));
|
||||
}
|
||||
inline float4 UnityObjectToClipPosInstanced(float4 pos)
|
||||
{
|
||||
return UnityObjectToClipPosInstanced(pos.xyz);
|
||||
}
|
||||
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
|
||||
|
||||
inline float3 UnityObjectToWorldNormal( in float3 norm )
|
||||
{
|
||||
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
||||
return UnityObjectToWorldDir(norm);
|
||||
#else
|
||||
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
|
||||
return normalize(mul(norm, (float3x3)UNITY_MATRIX_M));
|
||||
#endif
|
||||
}
|
||||
// normal should be normalized, w=1.0
|
||||
float3 SHEvalLinearL0L1 (float4 normal)
|
||||
{
|
||||
float3 x;
|
||||
|
||||
// Linear (L1) + constant (L0) polynomial terms
|
||||
x.r = dot(unity_SHAr,normal);
|
||||
x.g = dot(unity_SHAg,normal);
|
||||
x.b = dot(unity_SHAb,normal);
|
||||
|
||||
return x;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
float3 SHEvalLinearL2 (float4 normal)
|
||||
{
|
||||
float3 x1, x2;
|
||||
// 4 of the quadratic (L2) polynomials
|
||||
float4 vB = normal.xyzz * normal.yzzx;
|
||||
x1.r = dot(unity_SHBr,vB);
|
||||
x1.g = dot(unity_SHBg,vB);
|
||||
x1.b = dot(unity_SHBb,vB);
|
||||
|
||||
// Final (5th) quadratic (L2) polynomial
|
||||
half vC = normal.x*normal.x - normal.y*normal.y;
|
||||
x2 = unity_SHC.rgb * vC;
|
||||
|
||||
return x1 + x2;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
// output in active color space
|
||||
float3 ShadeSH9 (float4 normal)
|
||||
{
|
||||
// Linear + constant polynomial terms
|
||||
float3 res = SHEvalLinearL0L1 (normal);
|
||||
|
||||
// Quadratic polynomials
|
||||
res += SHEvalLinearL2 (normal);
|
||||
|
||||
# ifdef UNITY_COLORSPACE_GAMMA
|
||||
res = LinearToGammaSpace (res);
|
||||
# endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
float rateR = 0.299;
|
||||
float rateG = 0.587;
|
||||
float rateB = 0.114;
|
||||
|
||||
float3 SampleBakedGI_UTS(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool needToIncludeAPV = false)
|
||||
{
|
||||
float3 bakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backBakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backNormalWS = float3(0, 0, 0);
|
||||
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && (SHADERPASS != SHADERPASS_RAYTRACING_INDIRECT) && (SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER)
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF
|
||||
#if (SHADERPASS == SHADERPASS_GBUFER)
|
||||
&& _IndirectDiffuseMode != INDIRECTDIFFUSEMODE_MIXED && _ReflectionsMode != REFLECTIONSMODE_MIXED
|
||||
#endif
|
||||
)
|
||||
return bakeDiffuseLighting;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
if (needToIncludeAPV)
|
||||
{
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
}
|
||||
#else
|
||||
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#if defined(SHADER_STAGE_RAY_TRACING)
|
||||
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return bakeDiffuseLighting;
|
||||
}
|
||||
|
||||
float3 SampleBakedGI_UTS_OutLine(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
|
||||
{
|
||||
float3 bakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backBakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backNormalWS = float3(0, 0, 0);
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#else
|
||||
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#if defined(SHADER_STAGE_RAY_TRACING)
|
||||
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return bakeDiffuseLighting;
|
||||
}
|
||||
|
||||
|
||||
#endif //#ifndef UCTS_HDRP_INCLUDED
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a37603210e947e945be7817ada46bff5
|
||||
ShaderIncludeImporter:
|
||||
guid: 98998b9942068044ab680ee5e6485837
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
8
Runtime/HDRP/Shaders/Includes/Common.meta
Normal file
8
Runtime/HDRP/Shaders/Includes/Common.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3642d3111f8bccb4180d12b99fa6de71
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,8 +13,25 @@ float2 GetWHRatio()
|
||||
float StepAntiAliasing(float x, float y)
|
||||
{
|
||||
float v = x - y;
|
||||
return saturate(v / fwidth(v));//fwidth(x) = abs(ddx(x) + ddy(x))
|
||||
return saturate(v / fwidth(v) + HALF_MIN); //fwidth(x) = abs(ddx(x) + ddy(x))
|
||||
}
|
||||
|
||||
float Remap(float In, float2 InMinMax, float2 OutMinMax)
|
||||
{
|
||||
return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
|
||||
}
|
||||
|
||||
float3 ToonMaping(float3 x)
|
||||
{
|
||||
x = x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14);
|
||||
return x;
|
||||
}
|
||||
|
||||
float3 GetSmoothedWorldNormal(float2 uv, float3x3 t_tbn)
|
||||
{
|
||||
float3 normal = float3(uv, 0);
|
||||
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
||||
return mul(normal, t_tbn);
|
||||
}
|
||||
|
||||
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
|
||||
@@ -28,7 +45,7 @@ float3 ProjectOnPlane(float3 vec, float3 normal)
|
||||
return vec - normal * dot(vec, normal);
|
||||
}
|
||||
|
||||
float2 Rotate_UV(float2 _uv, float _radian, float2 _piv, float _time)
|
||||
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
|
||||
{
|
||||
float RotateUV_ang = _radian;
|
||||
float RotateUV_cos = cos(_time * RotateUV_ang);
|
||||
@@ -141,6 +158,4 @@ float3 GetWorldPosFromDepthBuffer(float2 clipPos01, float cameraDepth)
|
||||
|
||||
return mul(unity_CameraToWorld, float4(localInvertDepthDirHD, 1.0)).xyz;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
605
Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl
Normal file
605
Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl
Normal file
@@ -0,0 +1,605 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#ifndef UCTS_HDRP_INCLUDED
|
||||
#define UCTS_HDRP_INCLUDED
|
||||
|
||||
#define UCTS_HDRP 1
|
||||
|
||||
#define UTS_LAYER_VISIBILITY
|
||||
|
||||
#ifndef DIRECTIONAL
|
||||
# define DIRECTIONAL
|
||||
#endif
|
||||
|
||||
#define FP_BUFFER 1
|
||||
|
||||
|
||||
#if defined(UNITY_PASS_PREPASSBASE) || defined(UNITY_PASS_DEFERRED) || defined(UNITY_PASS_SHADOWCASTER)
|
||||
#undef FOG_LINEAR
|
||||
#undef FOG_EXP
|
||||
#undef FOG_EXP2
|
||||
#endif
|
||||
|
||||
#define Uts_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04)
|
||||
|
||||
#if 1
|
||||
|
||||
struct UTSData
|
||||
{
|
||||
float3 viewDirection;
|
||||
float3 normalDirection;
|
||||
fixed cameraDir;
|
||||
float cameraRoll;
|
||||
fixed signMirror;
|
||||
};
|
||||
|
||||
struct UTSSurfaceData
|
||||
{
|
||||
uint materialFeatures;
|
||||
|
||||
real3 baseColor;
|
||||
real3 firstShadingColor;
|
||||
real3 secondShadingColor;
|
||||
real alpha;
|
||||
|
||||
float3 normalWS;
|
||||
real perceptualSmoothness;
|
||||
real metallic;
|
||||
real specularOcclusion;
|
||||
real ambientOcclusion;
|
||||
real3 specularColor;
|
||||
|
||||
float3 geomNormalWS;
|
||||
float3 tangentWS;
|
||||
|
||||
real3 subsurfaceColor;
|
||||
real subsurfaceMask;
|
||||
|
||||
real anisotropy;
|
||||
};
|
||||
|
||||
struct UtsBSDFData
|
||||
{
|
||||
uint materialFeatures;
|
||||
|
||||
real3 diffuseColor;
|
||||
real3 firstShadingDiffuseColor;
|
||||
real3 secondShadingDiffuseColor;
|
||||
|
||||
real3 fresnel0;
|
||||
real fresnel90;
|
||||
real reflectivity;
|
||||
|
||||
real ambientOcclusion;
|
||||
real specularOcclusion;
|
||||
real perceptualRoughness;
|
||||
|
||||
real3 subsurfaceColor;
|
||||
|
||||
float3 geomNormalWS;
|
||||
float3 normalWS;
|
||||
float3 tangentWS;
|
||||
float3 bitangentWS;
|
||||
|
||||
real anisotropy;
|
||||
real roughnessT;
|
||||
real roughnessB;
|
||||
};
|
||||
|
||||
UTSSurfaceData ConvertSurfaceDataToUTSSurfaceData(SurfaceData surfaceData)
|
||||
{
|
||||
UTSSurfaceData output;
|
||||
ZERO_INITIALIZE(UTSSurfaceData, output);
|
||||
|
||||
output.materialFeatures = surfaceData.materialFeatures;
|
||||
output.baseColor = surfaceData.baseColor;
|
||||
output.alpha = 1.0;
|
||||
output.normalWS = surfaceData.normalWS;
|
||||
output.perceptualSmoothness = surfaceData.perceptualSmoothness;
|
||||
output.metallic = surfaceData.metallic;
|
||||
output.specularOcclusion = surfaceData.specularOcclusion;
|
||||
output.ambientOcclusion = surfaceData.ambientOcclusion;
|
||||
output.specularColor = surfaceData.specularColor;
|
||||
output.geomNormalWS = surfaceData.geomNormalWS;
|
||||
output.tangentWS = surfaceData.tangentWS;
|
||||
output.subsurfaceColor = surfaceData.transmittanceColor;
|
||||
output.subsurfaceMask = surfaceData.subsurfaceMask;
|
||||
output.anisotropy = surfaceData.anisotropy;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V, float2 UV)
|
||||
{
|
||||
UTSSurfaceData output;
|
||||
//ZERO_INITIALIZE(UTSSurfaceData, output);
|
||||
|
||||
output.materialFeatures = 0;
|
||||
|
||||
float4 mainTexture = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(UV, _BaseColorMap));
|
||||
output.baseColor = mainTexture.rgb * _BaseColor.rgb;
|
||||
output.alpha = mainTexture.a;
|
||||
|
||||
float4 firstShadingTexture = SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap, TRANSFORM_TEX(UV, _BaseColorMap));
|
||||
float4 secondShadingTexture = SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap, TRANSFORM_TEX(UV, _BaseColorMap));
|
||||
output.firstShadingColor = lerp(firstShadingTexture.rgb, mainTexture.rgb, _Use_BaseAs1st) * _1st_ShadeColor;
|
||||
output.secondShadingColor = lerp(secondShadingTexture.rgb, output.firstShadingColor, _Use_1stAs2nd) * _2nd_ShadeColor;
|
||||
|
||||
float4 normalLocal = 0;
|
||||
if (_Use_SSSLut)
|
||||
{
|
||||
normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(UV, _BaseColorMap), _SSSIntensity);
|
||||
}
|
||||
else
|
||||
{
|
||||
normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(UV, _BaseColorMap));
|
||||
}
|
||||
normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
|
||||
float3 normalWS = normalize(mul(normalLocal.rgb, input.tangentToWorld));
|
||||
float smoothness = _Smoothness;
|
||||
float metallic = _Metallic;
|
||||
float ao = 1.0;
|
||||
float3 specularColor = 1;
|
||||
float anisotropy = 0;
|
||||
|
||||
#ifdef _MASKMAP
|
||||
float4 _MaskMap_var = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, TRANSFORM_TEX(UV, _BaseColorMap));
|
||||
metallic = _MaskMap_var.x;
|
||||
metallic = lerp(_MetallicRemapMin, _MetallicRemapMax, metallic);
|
||||
ao = _MaskMap_var.y;
|
||||
ao = lerp(_AORemapMin, _AORemapMax, ao);
|
||||
smoothness = _MaskMap_var.w;
|
||||
smoothness = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, smoothness);
|
||||
#endif
|
||||
|
||||
#ifdef _ANISOTROPYMAP
|
||||
anisotropy = SAMPLE_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, TRANSFORM_TEX(UV, _AnisotropyMap)).r;
|
||||
#if _PBR_Mode_KK
|
||||
anisotropy += _Anisotropy - 0.5;
|
||||
#else
|
||||
anisotropy *= _Anisotropy;
|
||||
#endif
|
||||
#else
|
||||
anisotropy = 1.0;
|
||||
anisotropy *= _Anisotropy;
|
||||
#endif
|
||||
|
||||
#ifdef _PBR_Mode_KK
|
||||
metallic = 0.0;
|
||||
smoothness *=_BSDFContribution;
|
||||
#endif
|
||||
|
||||
#ifdef _PBR_Mode_TOON
|
||||
#ifdef _SPECULARCOLORMAP
|
||||
specularColor = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(UV, _BaseColorMap)).rgb * _SpecularColor;
|
||||
#endif
|
||||
specularColor = GetSpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
|
||||
#endif
|
||||
|
||||
output.metallic = metallic;
|
||||
output.ambientOcclusion = ao;
|
||||
output.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(normalWS, V), ao, PerceptualRoughnessToRoughness(1 - smoothness));
|
||||
output.perceptualSmoothness = smoothness;
|
||||
output.normalWS = normalWS;
|
||||
output.specularColor = specularColor;
|
||||
|
||||
output.geomNormalWS = input.tangentToWorld[2];
|
||||
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
|
||||
|
||||
output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, sampler_MainTex, TRANSFORM_TEX(UV, _BaseColorMap)) * _SSSIntensity;
|
||||
output.subsurfaceMask = 1.0;
|
||||
|
||||
output.anisotropy = anisotropy;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
UtsBSDFData ConvertUTSSurfaceDataToUTSBSDFData(UTSSurfaceData surfaceData)
|
||||
{
|
||||
UtsBSDFData output;
|
||||
|
||||
output.materialFeatures = surfaceData.materialFeatures;
|
||||
|
||||
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
|
||||
output.diffuseColor = albedoIntensity * surfaceData.baseColor;
|
||||
output.firstShadingDiffuseColor = albedoIntensity * surfaceData.firstShadingColor;
|
||||
output.secondShadingDiffuseColor = albedoIntensity * surfaceData.secondShadingColor;
|
||||
|
||||
output.fresnel0 = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic,0.22);
|
||||
output.fresnel90 = ComputeF90(output.fresnel0);
|
||||
output.reflectivity = (1.0 - 0.22) * (1 - surfaceData.metallic);
|
||||
|
||||
output.ambientOcclusion = surfaceData.ambientOcclusion;
|
||||
output.specularOcclusion = surfaceData.specularOcclusion;
|
||||
output.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);
|
||||
|
||||
output.subsurfaceColor = surfaceData.subsurfaceColor * surfaceData.subsurfaceMask;
|
||||
|
||||
output.normalWS = surfaceData.normalWS;
|
||||
output.geomNormalWS = surfaceData.geomNormalWS;
|
||||
output.tangentWS = surfaceData.tangentWS;
|
||||
output.bitangentWS = normalize(cross(surfaceData.normalWS, surfaceData.tangentWS));
|
||||
|
||||
output.anisotropy = surfaceData.anisotropy;
|
||||
output.roughnessT = output.perceptualRoughness * 0.5;
|
||||
output.roughnessB = output.perceptualRoughness * 2.0;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
PreLightData GetPreLightData_UTS(float3 V, PositionInputs posInput, inout UtsBSDFData bsdfData)
|
||||
{
|
||||
PreLightData preLightData;
|
||||
ZERO_INITIALIZE(PreLightData, preLightData);
|
||||
|
||||
float3 N = bsdfData.normalWS;
|
||||
preLightData.NdotV = dot(N, V);
|
||||
preLightData.iblPerceptualRoughness = bsdfData.perceptualRoughness;
|
||||
|
||||
float clampedNdotV = ClampNdotV(preLightData.NdotV);
|
||||
|
||||
// Handle IBL + area light + multiscattering.
|
||||
// Note: use the not modified by anisotropy iblPerceptualRoughness here.
|
||||
float specularReflectivity;
|
||||
GetPreIntegratedFGDGGXAndDisneyDiffuse(clampedNdotV, preLightData.iblPerceptualRoughness, bsdfData.fresnel0, bsdfData.fresnel90, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity);
|
||||
#ifdef USE_DIFFUSE_LAMBERT_BRDF
|
||||
preLightData.diffuseFGD = 1.0;
|
||||
#endif
|
||||
|
||||
#ifdef LIT_USE_GGX_ENERGY_COMPENSATION
|
||||
// Ref: Practical multiple scattering compensation for microfacet models.
|
||||
// We only apply the formulation for metals.
|
||||
// For dielectrics, the change of reflectance is negligible.
|
||||
// We deem the intensity difference of a couple of percent for high values of roughness
|
||||
// to not be worth the cost of another precomputed table.
|
||||
// Note: this formulation bakes the BSDF non-symmetric!
|
||||
preLightData.energyCompensation = 1.0 / specularReflectivity - 1.0;
|
||||
#else
|
||||
preLightData.energyCompensation = 0.0;
|
||||
#endif // LIT_USE_GGX_ENERGY_COMPENSATION
|
||||
|
||||
float3 iblN;
|
||||
|
||||
// We avoid divergent evaluation of the GGX, as that nearly doubles the cost.
|
||||
// If the tile has anisotropy, all the pixels within the tile are evaluated as anisotropic.
|
||||
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
|
||||
{
|
||||
float TdotV = dot(bsdfData.tangentWS, V);
|
||||
float BdotV = dot(bsdfData.bitangentWS, V);
|
||||
|
||||
preLightData.partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
|
||||
|
||||
// perceptualRoughness is use as input and output here
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS, N, V, bsdfData.anisotropy, preLightData.iblPerceptualRoughness, iblN, preLightData.iblPerceptualRoughness);
|
||||
}
|
||||
else
|
||||
{
|
||||
preLightData.partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
|
||||
iblN = N;
|
||||
}
|
||||
|
||||
preLightData.iblR = reflect(-V, iblN);
|
||||
|
||||
// Area light
|
||||
#ifdef USE_DIFFUSE_LAMBERT_BRDF
|
||||
preLightData.ltcTransformDiffuse = k_identity3x3;
|
||||
|
||||
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_SSS_DIFFUSE_POWER))
|
||||
ModifyLambertLTCTransformForDiffusePower(preLightData.ltcTransformDiffuse, GetDiffusePower(bsdfData.diffusionProfileIndex));
|
||||
#else
|
||||
preLightData.ltcTransformDiffuse = SampleLtcMatrix(bsdfData.perceptualRoughness, clampedNdotV, LTCLIGHTINGMODEL_DISNEY_DIFFUSE);
|
||||
#endif
|
||||
|
||||
float perceptualRoughnessA = bsdfData.perceptualRoughness;
|
||||
|
||||
preLightData.ltcTransformSpecular[0] = SampleLtcMatrix(perceptualRoughnessA, clampedNdotV, LTCLIGHTINGMODEL_GGX);
|
||||
|
||||
// Construct a right-handed view-dependent orthogonal basis around the normal
|
||||
preLightData.orthoBasisViewNormal = GetOrthoBasisViewNormal(V, N, preLightData.NdotV);
|
||||
|
||||
preLightData.ltcTransformCoat = 0.0;
|
||||
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
|
||||
{
|
||||
preLightData.ltcTransformCoat = SampleLtcMatrix(CLEAR_COAT_PERCEPTUAL_ROUGHNESS, clampedNdotV, LTCLIGHTINGMODEL_GGX);
|
||||
}
|
||||
|
||||
// refraction (forward only)
|
||||
#if HAS_REFRACTION
|
||||
RefractionModelResult refraction = REFRACTION_MODEL(V, posInput, bsdfData);
|
||||
preLightData.transparentRefractV = refraction.rayWS;
|
||||
preLightData.transparentPositionWS = refraction.positionWS;
|
||||
preLightData.transparentTransmittance = exp(-bsdfData.absorptionCoefficient * refraction.dist);
|
||||
|
||||
// Empirical remap to try to match a bit the refraction probe blurring for the fallback
|
||||
// Use IblPerceptualRoughness so we can handle approx of clear coat.
|
||||
preLightData.transparentSSMipLevel = PositivePow(preLightData.iblPerceptualRoughness, 1.3) * uint(max(_ColorPyramidLodCount - 1, 0));
|
||||
#endif
|
||||
|
||||
return preLightData;
|
||||
}
|
||||
|
||||
|
||||
// Legacy for compatibility with existing shaders
|
||||
inline bool IsGammaSpace()
|
||||
{
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
return true;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
half3 SHEvalLinearL0L1(half4 normal)
|
||||
{
|
||||
half3 x;
|
||||
|
||||
// Linear (L1) + constant (L0) polynomial terms
|
||||
x.r = dot(unity_SHAr, normal);
|
||||
x.g = dot(unity_SHAg, normal);
|
||||
x.b = dot(unity_SHAb, normal);
|
||||
|
||||
return x;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
half3 SHEvalLinearL2(half4 normal)
|
||||
{
|
||||
half3 x1, x2;
|
||||
// 4 of the quadratic (L2) polynomials
|
||||
half4 vB = normal.xyzz * normal.yzzx;
|
||||
x1.r = dot(unity_SHBr, vB);
|
||||
x1.g = dot(unity_SHBg, vB);
|
||||
x1.b = dot(unity_SHBb, vB);
|
||||
|
||||
// Final (5th) quadratic (L2) polynomial
|
||||
half vC = normal.x * normal.x - normal.y * normal.y;
|
||||
x2 = unity_SHC.rgb * vC;
|
||||
|
||||
return x1 + x2;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
// output in active color space
|
||||
half3 ShadeSH9(half4 normal)
|
||||
{
|
||||
// Linear + constant polynomial terms
|
||||
half3 res = SHEvalLinearL0L1(normal);
|
||||
|
||||
// Quadratic polynomials
|
||||
res += SHEvalLinearL2(normal);
|
||||
|
||||
# ifdef UNITY_COLORSPACE_GAMMA
|
||||
res = LinearToGammaSpace(res);
|
||||
# endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
float3 DecodeLightProbe(float3 N) {
|
||||
return ShadeSH9(float4(N, 1));
|
||||
}
|
||||
|
||||
|
||||
inline float GammaToLinearSpaceExact(float value)
|
||||
{
|
||||
if (value <= 0.04045F)
|
||||
return value / 12.92F;
|
||||
else if (value < 1.0F)
|
||||
return pow((value + 0.055F) / 1.055F, 2.4F);
|
||||
else
|
||||
return pow(value, 2.2F);
|
||||
}
|
||||
|
||||
inline float3 GammaToLinearSpace(float3 sRGB)
|
||||
{
|
||||
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h);
|
||||
|
||||
// Precise version, useful for debugging.
|
||||
//return half3(GammaToLinearSpaceExact(sRGB.r), GammaToLinearSpaceExact(sRGB.g), GammaToLinearSpaceExact(sRGB.b));
|
||||
}
|
||||
|
||||
inline float LinearToGammaSpaceExact(float value)
|
||||
{
|
||||
if (value <= 0.0F)
|
||||
return 0.0F;
|
||||
else if (value <= 0.0031308F)
|
||||
return 12.92F * value;
|
||||
else if (value < 1.0F)
|
||||
return 1.055F * pow(value, 0.4166667F) - 0.055F;
|
||||
else
|
||||
return pow(value, 0.45454545F);
|
||||
}
|
||||
|
||||
inline float3 LinearToGammaSpace(float3 linRGB)
|
||||
{
|
||||
linRGB = max(linRGB, float3(0.h, 0.h, 0.h));
|
||||
// An almost-perfect approximation from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
||||
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
|
||||
|
||||
// Exact version, useful for debugging.
|
||||
//return half3(LinearToGammaSpaceExact(linRGB.r), LinearToGammaSpaceExact(linRGB.g), LinearToGammaSpaceExact(linRGB.b));
|
||||
}
|
||||
|
||||
|
||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
#define UNITY_FOG_COORDS(idx) UNITY_FOG_COORDS_PACKED(idx, float1)
|
||||
|
||||
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
|
||||
// mobile or SM2.0: calculate fog factor per-vertex
|
||||
#define UNITY_TRANSFER_FOG(o,outpos) UNITY_CALC_FOG_FACTOR((outpos).z); o.fogCoord.x = unityFogFactor
|
||||
#else
|
||||
// SM3.0 and PC/console: calculate fog distance per-vertex, and fog factor per-pixel
|
||||
#define UNITY_TRANSFER_FOG(o,outpos) o.fogCoord.x = (outpos).z
|
||||
#endif
|
||||
#else
|
||||
#define UNITY_FOG_COORDS(idx)
|
||||
#define UNITY_TRANSFER_FOG(o,outpos)
|
||||
#endif
|
||||
|
||||
#define UNITY_FOG_LERP_COLOR(col,fogCol,fogFac) col.rgb = lerp((fogCol).rgb, (col).rgb, saturate(fogFac))
|
||||
|
||||
|
||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
|
||||
// mobile or SM2.0: fog factor was already calculated per-vertex, so just lerp the color
|
||||
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_FOG_LERP_COLOR(col,fogCol,(coord).x)
|
||||
#else
|
||||
// SM3.0 and PC/console: calculate fog factor and lerp fog color
|
||||
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_CALC_FOG_FACTOR((coord).x); UNITY_FOG_LERP_COLOR(col,fogCol,unityFogFactor)
|
||||
#endif
|
||||
#else
|
||||
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol)
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_PASS_FORWARDADD
|
||||
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,fixed4(0,0,0,0))
|
||||
#else
|
||||
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
|
||||
#endif
|
||||
|
||||
#endif //#if false
|
||||
|
||||
#ifdef DIRECTIONAL
|
||||
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
|
||||
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
|
||||
#define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a)
|
||||
#endif
|
||||
|
||||
// Transforms 2D UV by scale/bias property
|
||||
//#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
|
||||
#define UCTS_TEXTURE2D(tex,name) SAMPLE_TEXTURE2D(tex,sampler##tex,TRANSFORM_TEX(name, tex));
|
||||
|
||||
|
||||
inline float4 UnityObjectToClipPosInstanced(in float3 pos)
|
||||
{
|
||||
// return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorldArray[unity_InstanceID], float4(pos, 1.0)));
|
||||
// todo. right?
|
||||
return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 1.0)));
|
||||
}
|
||||
inline float4 UnityObjectToClipPosInstanced(float4 pos)
|
||||
{
|
||||
return UnityObjectToClipPosInstanced(pos.xyz);
|
||||
}
|
||||
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
|
||||
|
||||
inline float3 UnityObjectToWorldNormal( in float3 norm )
|
||||
{
|
||||
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
||||
return UnityObjectToWorldDir(norm);
|
||||
#else
|
||||
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
|
||||
return normalize(mul(norm, (float3x3)UNITY_MATRIX_M));
|
||||
#endif
|
||||
}
|
||||
// normal should be normalized, w=1.0
|
||||
float3 SHEvalLinearL0L1 (float4 normal)
|
||||
{
|
||||
float3 x;
|
||||
|
||||
// Linear (L1) + constant (L0) polynomial terms
|
||||
x.r = dot(unity_SHAr,normal);
|
||||
x.g = dot(unity_SHAg,normal);
|
||||
x.b = dot(unity_SHAb,normal);
|
||||
|
||||
return x;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
float3 SHEvalLinearL2 (float4 normal)
|
||||
{
|
||||
float3 x1, x2;
|
||||
// 4 of the quadratic (L2) polynomials
|
||||
float4 vB = normal.xyzz * normal.yzzx;
|
||||
x1.r = dot(unity_SHBr,vB);
|
||||
x1.g = dot(unity_SHBg,vB);
|
||||
x1.b = dot(unity_SHBb,vB);
|
||||
|
||||
// Final (5th) quadratic (L2) polynomial
|
||||
half vC = normal.x*normal.x - normal.y*normal.y;
|
||||
x2 = unity_SHC.rgb * vC;
|
||||
|
||||
return x1 + x2;
|
||||
}
|
||||
|
||||
// normal should be normalized, w=1.0
|
||||
// output in active color space
|
||||
float3 ShadeSH9 (float4 normal)
|
||||
{
|
||||
// Linear + constant polynomial terms
|
||||
float3 res = SHEvalLinearL0L1 (normal);
|
||||
|
||||
// Quadratic polynomials
|
||||
res += SHEvalLinearL2 (normal);
|
||||
|
||||
# ifdef UNITY_COLORSPACE_GAMMA
|
||||
res = LinearToGammaSpace (res);
|
||||
# endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
float rateR = 0.299;
|
||||
float rateG = 0.587;
|
||||
float rateB = 0.114;
|
||||
|
||||
float3 SampleBakedGI_UTS(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool needToIncludeAPV = false)
|
||||
{
|
||||
float3 bakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backBakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backNormalWS = float3(0, 0, 0);
|
||||
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && (SHADERPASS != SHADERPASS_RAYTRACING_INDIRECT) && (SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER)
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF
|
||||
#if (SHADERPASS == SHADERPASS_GBUFER)
|
||||
&& _IndirectDiffuseMode != INDIRECTDIFFUSEMODE_MIXED && _ReflectionsMode != REFLECTIONSMODE_MIXED
|
||||
#endif
|
||||
)
|
||||
return bakeDiffuseLighting;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
if (needToIncludeAPV)
|
||||
{
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
}
|
||||
#else
|
||||
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#if defined(SHADER_STAGE_RAY_TRACING)
|
||||
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return bakeDiffuseLighting;
|
||||
}
|
||||
|
||||
float3 SampleBakedGI_UTS_OutLine(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
|
||||
{
|
||||
float3 bakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backBakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backNormalWS = float3(0, 0, 0);
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#else
|
||||
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#if defined(SHADER_STAGE_RAY_TRACING)
|
||||
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return bakeDiffuseLighting;
|
||||
}
|
||||
|
||||
|
||||
#endif //#ifndef UCTS_HDRP_INCLUDED
|
||||
@@ -3,14 +3,7 @@
|
||||
|
||||
#define ColorSpaceDielectricSpec half4(0.22, 0.22, 0.22, 0.779)
|
||||
|
||||
float3 schlick(float f0, float hl) {
|
||||
float x = 1.0 - hl;
|
||||
float x2 = x * x;
|
||||
float x5 = x * x2 * x2;
|
||||
return (1.0 - f0) * x5 + f0;
|
||||
}
|
||||
|
||||
float3 SpecularColor(float3 albedo, float metalic)
|
||||
float3 GetSpecularColor(float3 albedo, float metalic)
|
||||
{
|
||||
float3 specColor = lerp(ColorSpaceDielectricSpec.rgb, albedo, metalic);
|
||||
return specColor;
|
||||
@@ -26,12 +19,12 @@ float StepFeatherToon(float value,float step,float feather)
|
||||
return saturate((value - step + feather) / feather);
|
||||
}
|
||||
|
||||
float3 ComputeSpecularTerm(float3 V, float3 L, BSDFData bsdfData)
|
||||
float3 ComputeSpecularTerm(float3 V, float3 L, UtsBSDFData bsdfData)
|
||||
{
|
||||
float3 specTerm;
|
||||
#ifdef _PBR_Mode_OFF
|
||||
#ifdef _PBR_MODE_OFF
|
||||
return 0;
|
||||
#else
|
||||
float3 specTerm;
|
||||
float3 N = bsdfData.normalWS;
|
||||
float3 H = normalize(L + V);
|
||||
|
||||
@@ -45,17 +38,16 @@ float3 ComputeSpecularTerm(float3 V, float3 L, BSDFData bsdfData)
|
||||
float NdotH = saturate(dot(N, H));
|
||||
float HdotL = saturate(dot(H, L));
|
||||
|
||||
float3 F = schlick(bsdfData.fresnel0.x, HdotL);
|
||||
float3 F = F_Schlick(bsdfData.fresnel0, bsdfData.fresnel90, HdotL);
|
||||
|
||||
float partLambdaV;
|
||||
float3 DV = 0;
|
||||
#ifdef _PBR_Mode_ST
|
||||
ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, 0, bsdfData.roughnessT, bsdfData.roughnessB);
|
||||
#ifdef _PBR_MODE_STANDARD
|
||||
partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
|
||||
// We use abs(NdotL) to handle the none case of double sided
|
||||
DV = DV_SmithJointGGX(NdotH, abs(NdotL), clampedNdotV, bsdfData.roughnessT, partLambdaV);
|
||||
|
||||
#elif _PBR_Mode_ANISO
|
||||
#elif _PBR_MODE_ANISOTROPY
|
||||
float TdotV = dot(bsdfData.tangentWS, V);
|
||||
float BdotV = dot(bsdfData.bitangentWS, V);
|
||||
|
||||
@@ -71,7 +63,7 @@ float3 ComputeSpecularTerm(float3 V, float3 L, BSDFData bsdfData)
|
||||
// We use abs(NdotL) to handle the none case of double sided
|
||||
DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
|
||||
|
||||
#elif _PBR_Mode_KK
|
||||
#elif _PBR_MODE_HAIR
|
||||
float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness));
|
||||
DV = D_KajiyaKay(t, H, specularExponent);
|
||||
@@ -79,7 +71,7 @@ float3 ComputeSpecularTerm(float3 V, float3 L, BSDFData bsdfData)
|
||||
float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
|
||||
//DV *= StepFeatherToon(normalizeSpec,specularStep,specularFeather);
|
||||
DV = DV * normalizeSpec * _KKColor.rgb;
|
||||
#elif _PBR_Mode_TOON
|
||||
#elif _PBR_MODE_TOON
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
||||
specTerm = pow(NdotH, 5.0 * specularExponent);
|
||||
specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
|
||||
8
Runtime/HDRP/Shaders/Includes/Lighting.meta
Normal file
8
Runtime/HDRP/Shaders/Includes/Lighting.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69cd89636d3fcd844b1f0381f929ca71
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -2,6 +2,8 @@
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsPBR.hlsl"
|
||||
|
||||
#ifndef DirectionalShadowType
|
||||
# if (SHADEROPTIONS_RAYTRACING && (defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL))
|
||||
# define DirectionalShadowType float3
|
||||
@@ -16,15 +18,9 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
channelOutAlpha = 1.0f;
|
||||
ZERO_INITIALIZE(UTSData, utsData);
|
||||
|
||||
// We dont have to calculate lighting here if we are using sdf shadow
|
||||
// We don't have to calculate lighting here if we are using sdf shadow
|
||||
#ifndef _SDFShadow
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
float2 screenUV = posInput.positionNDC;
|
||||
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
@@ -32,7 +28,6 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
||||
/* todo. these should be put int a struct */
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float3x3 tangentTransform = input.tangentToWorld;
|
||||
@@ -59,7 +54,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
|
||||
SHADOW_TYPE shadowAttenuation = lightLoopContext.shadowValue;
|
||||
//v.2.0.6
|
||||
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
|
||||
//Minimal value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
|
||||
#if !defined (UTS_USE_RAYTRACING_SHADOW)
|
||||
shadowAttenuation *= 2.0f;
|
||||
shadowAttenuation = saturate(shadowAttenuation);
|
||||
@@ -79,21 +74,18 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = mainLightColor.rgb;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter)) * _Light_Intensity_Multiplier;
|
||||
|
||||
////// Lighting:
|
||||
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
|
||||
//v.2.0.5
|
||||
_Color = _BaseColor;
|
||||
|
||||
|
||||
float3 Set_LightColor = lightColor.rgb;
|
||||
|
||||
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
|
||||
float Set_BaseColorAlpha = _BaseColorVisible;
|
||||
float3 clippingColor = float3(1.0f, 1.0f, 1.0f);
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 1)
|
||||
{
|
||||
@@ -131,41 +123,6 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
|
||||
float Set_FinalShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_1st_ShadeColor_Step - _1stColorFeatherForMask)) * -1) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - _1stColorFeatherForMask)))); // Base and 1st Shade Mask
|
||||
|
||||
// #ifdef _SDFShadow
|
||||
// // modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
|
||||
|
||||
// float angle;
|
||||
// bool rightside;
|
||||
// float2 SDF_UV = TRANSFORM_TEX(Set_UV0, _BaseColorMap);
|
||||
// float4 sdfRes = SDFResult(rightside, angle, mainLightDirection, SDF_UV);
|
||||
// Set_FinalShadowMask = max(SDFMask(angle, sdfRes.r), Set_FinalShadowMask);
|
||||
// Set_BaseColor += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV);
|
||||
|
||||
|
||||
// //#else
|
||||
// #endif
|
||||
|
||||
// #ifdef _RECEIVE_HAIR_SHADOW
|
||||
// // Push the face fragment view space position towards the light for a little bit
|
||||
// float2 scrPos = input.positionSS.xy;
|
||||
// float3 viewLightDir = TransformWorldToViewDir(mainLightDirection) / posInput.linearDepth; // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
|
||||
// float2 samplingPoint = (scrPos + _HairShadowDistance * viewLightDir.xy ) * _ScreenSize.zw;
|
||||
// // Then sample the hair buffer, to see if the fragment lands in shadow.
|
||||
// float3 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, sampler_HairShadowTex, samplingPoint);
|
||||
// float hairDepth = hairBuffer.r;
|
||||
// float depthCorrect = posInput.deviceDepth < hairDepth + 0.0001 ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// // Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
// float hairShadow = lerp(0,1,depthCorrect);
|
||||
// Set_FinalShadowMask = max(hairShadow, Set_FinalShadowMask);
|
||||
|
||||
// // Set_FinalShadowMask += SAMPLE_TEXTURE2D(_HairShadowTex, sampler_HairShadowTex, screenUV).r;
|
||||
// // Set_BaseColor = float3(samplingPoint, 0);
|
||||
// #endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 2)
|
||||
{
|
||||
@@ -191,7 +148,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
//Composition: 3 Basic Colors as Set_FinalBaseColor
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 Set_FinalBaseColor;
|
||||
float3 diffuseTerm;
|
||||
{
|
||||
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
|
||||
@@ -200,7 +157,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, overridingColor.rgb, maskEnabled);
|
||||
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, Set_BaseColor, 1.0f - _SecondShadeVisible);
|
||||
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
||||
Set_FinalBaseColor =
|
||||
diffuseTerm =
|
||||
lerp(_BaseColor_var,
|
||||
lerp(_Is_LightColor_1st_Shade_var, _Is_LightColor_2nd_Shade_var
|
||||
, Set_ShadeShadowMask)
|
||||
@@ -221,7 +178,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
|
||||
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
|
||||
Set_FinalBaseColor = Set_FinalBaseColor * albedoIntensity;
|
||||
diffuseTerm = diffuseTerm * albedoIntensity;
|
||||
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 3)
|
||||
@@ -256,7 +213,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
|
||||
_HighColor_var *= _HighlightVisible;
|
||||
Set_HighColor =
|
||||
lerp(SATURATE_IF_SDR(Set_FinalBaseColor - _TweakHighColorMask_var), Set_FinalBaseColor,
|
||||
lerp(SATURATE_IF_SDR(diffuseTerm - _TweakHighColorMask_var), diffuseTerm,
|
||||
lerp(_Is_BlendAddToHiColor, 1.0
|
||||
, _Is_SpecularToHighColor));
|
||||
float3 addColor =
|
||||
@@ -312,74 +269,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
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
|
||||
|
||||
//Matcap
|
||||
//v.2.0.6 : CameraRolling Stabilizer
|
||||
//Mirror Script Determination: if sign_Mirror = -1, determine "Inside the mirror".
|
||||
//v.2.0.7
|
||||
utsData.signMirror= 0.0; // i.mirrorFlag; todo.
|
||||
|
||||
//
|
||||
float3 _Camera_Right = UNITY_MATRIX_V[0].xyz;
|
||||
float3 _Camera_Front = UNITY_MATRIX_V[2].xyz;
|
||||
float3 _Up_Unit = float3(0, 1, 0);
|
||||
float3 _Right_Axis = cross(_Camera_Front, _Up_Unit);
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_Right_Axis = -1 * _Right_Axis;
|
||||
_Rotate_MatCapUV = -1 * _Rotate_MatCapUV;
|
||||
}
|
||||
else {
|
||||
_Right_Axis = _Right_Axis;
|
||||
}
|
||||
float _Camera_Right_Magnitude = sqrt(_Camera_Right.x * _Camera_Right.x + _Camera_Right.y * _Camera_Right.y + _Camera_Right.z * _Camera_Right.z);
|
||||
float _Right_Axis_Magnitude = sqrt(_Right_Axis.x * _Right_Axis.x + _Right_Axis.y * _Right_Axis.y + _Right_Axis.z * _Right_Axis.z);
|
||||
float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude);
|
||||
utsData.cameraRoll = acos(clamp(_Camera_Roll_Cos, -1, 1));
|
||||
utsData.cameraDir = _Camera_Right.y < 0 ? -1 : 1;
|
||||
float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV * 3.141592654) - utsData.cameraDir * utsData.cameraRoll * _CameraRolling_Stabilizer;
|
||||
//v.2.0.7
|
||||
float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0, (_Rotate_NormalMapForMatCapUV * 3.141592654), float2(0.5, 0.5), 1.0);
|
||||
//V.2.0.6
|
||||
|
||||
float3 _NormalMapForMatCap_var = UnpackNormalScale(tex2D(_NormalMapForMatCap, TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)), _BumpScaleMatcap);
|
||||
|
||||
//v.2.0.5: MatCap with camera skew correction
|
||||
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(mul(_NormalMapForMatCap_var.rgb, tangentTransform).rgb, 0))).rgb;
|
||||
float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
|
||||
float3 NormalBlend_MatcapUV_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
|
||||
float3 noSknewViewNormal = NormalBlend_MatcapUV_Base * dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail) / NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail;
|
||||
float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal, viewNormal, _Is_Ortho).rg * 0.5) + 0.5;
|
||||
//
|
||||
//v.2.0.7
|
||||
float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0 + _Tweak_MatCapUV)) * (1.0 - 0.0)) / ((1.0 - _Tweak_MatCapUV) - (0.0 + _Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0);
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_Rot_MatCapUV_var.x = 1 - _Rot_MatCapUV_var.x;
|
||||
}
|
||||
else {
|
||||
_Rot_MatCapUV_var = _Rot_MatCapUV_var;
|
||||
}
|
||||
|
||||
//v.2.0.6 : LOD of Matcap
|
||||
float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler, float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler), 0.0, _BlurLevelMatcap));
|
||||
float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask, TRANSFORM_TEX(Set_UV0, _Set_MatcapMask));
|
||||
//
|
||||
//MatcapMask
|
||||
float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel);
|
||||
float3 _Is_LightColor_MatCap_var = lerp((_MatCap_Sampler_var.rgb * _MatCapColor.rgb), ((_MatCap_Sampler_var.rgb * _MatCapColor.rgb) * Set_LightColor), _Is_LightColor_MatCap);
|
||||
//v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply
|
||||
float3 Set_MatCap = lerp(_Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakMatCapOnShadow)) + lerp(Set_HighColor * Set_FinalShadowMask * (1.0 - _TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow);
|
||||
|
||||
|
||||
//
|
||||
//v.2.0.6
|
||||
//Composition: RimLight and MatCap as diffuseTerm
|
||||
//Broke down diffuseTerm composition
|
||||
float3 matCapColorOnAddMode = _RimLight_var + Set_MatCap * _Tweak_MatcapMaskLevel_var;
|
||||
float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp(1, (1 - (Set_FinalShadowMask) * (1 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow);
|
||||
float3 matCapColorOnMultiplyMode = Set_HighColor * (1 - _Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor * Set_MatCap * _Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0, 0, 0), Set_RimLight, _RimLight);
|
||||
float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap);
|
||||
|
||||
//v.2.0.4
|
||||
#ifdef _IS_ANGELRING_OFF
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
@@ -389,10 +279,10 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
|
||||
//float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
|
||||
//
|
||||
#elif _IS_ANGELRING_ON
|
||||
float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before AR
|
||||
//float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before AR
|
||||
//v.2.0.7 AR Camera Rolling Stabilizer
|
||||
float3 _AR_OffsetU_var = lerp(mul(UNITY_MATRIX_V, float4(utsData.normalDirection, 0)).xyz, float3(0, 0, 1), _AR_OffsetU);
|
||||
float2 AR_VN = _AR_OffsetU_var.xy * 0.5 + float2(0.5, 0.5);
|
||||
@@ -434,21 +324,17 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
||||
// PBR----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
//Specular Term
|
||||
float3 specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * (1 - Set_FinalShadowMask) * PI * surfaceData.specularColor * Set_LightColor * utsLightData.specularDimmer;
|
||||
//float3 specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * (1 - Set_FinalShadowMask) * PI * surfaceData.specularColor * Set_LightColor;
|
||||
float3 specularTerm = 0;
|
||||
|
||||
//SSS
|
||||
if (_Use_SSSLut == 1)
|
||||
{
|
||||
float3 sssColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, FitWithCurveApprox(1 - Set_FinalShadowMask, 1));
|
||||
sssColor *= _BaseColor.rgb * _MainTex_var.rgb * Set_LightColor;
|
||||
specularTerm *= lerp((1 - Set_FinalShadowMask), FitWithCurveApprox(1 - Set_FinalShadowMask, 1).r, _Use_SSSLut);
|
||||
diffuseTerm = lerp(diffuseTerm, sssColor, _Use_SSSLut);
|
||||
}
|
||||
|
||||
diffuseTerm = diffuseTerm * utsLightData.diffuseDimmer;
|
||||
|
||||
utsAggregateLighting.directDiffuse += diffuseTerm;
|
||||
utsAggregateLighting.directSpecular += specularTerm;
|
||||
float3 sssColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, FitWithCurveApprox(1 - Set_FinalShadowMask, 1));
|
||||
sssColor *= _BaseColor.rgb * _MainTex_var.rgb * Set_LightColor;
|
||||
specularTerm *= lerp((1 - Set_FinalShadowMask), FitWithCurveApprox(1 - Set_FinalShadowMask, 1).r, _Use_SSSLut);
|
||||
diffuseTerm = lerp(diffuseTerm, sssColor, _Use_SSSLut);
|
||||
|
||||
utsAggregateLighting.directDiffuse += diffuseTerm * utsLightData.diffuseDimmer;
|
||||
utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
|
||||
|
||||
#endif // _SDFShadow
|
||||
}
|
||||
@@ -2,7 +2,8 @@
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "UtsPBR.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsPBR.hlsl"
|
||||
|
||||
void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, int lightType, float3 i_normalDir, float notDirectional,
|
||||
out float channelOutAlpha, inout UTSAggregateLighting utsAggregateLighting)
|
||||
{
|
||||
@@ -53,6 +54,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
|
||||
//v.2.0.5:
|
||||
float3 addPassLightColor;
|
||||
|
||||
|
||||
if (lightType == GPULIGHTTYPE_TUBE)
|
||||
{
|
||||
@@ -78,6 +80,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
float _LightIntensity = lerp(0, pureIntensity, notDirectional);
|
||||
//v.2.0.5: Filtering the high intensity zone of PointLights
|
||||
float3 Set_LightColor = lightColor;
|
||||
|
||||
//
|
||||
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
|
||||
|
||||
@@ -130,7 +133,6 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
|
||||
//float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase);
|
||||
|
||||
|
||||
float _1stColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
|
||||
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
|
||||
@@ -151,7 +153,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
Set_ShadeShadowMask
|
||||
),
|
||||
Set_FinalShadowMask);
|
||||
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
||||
channelOutAlpha =
|
||||
@@ -182,8 +184,8 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float4 overrideColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float isMaskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
|
||||
_HighColor_var *= _TweakHighColorMask_var;
|
||||
_HighColor_var *= _HighlightVisible;
|
||||
//_HighColor_var *= _TweakHighColorMask_var;
|
||||
//_HighColor_var *= _HighlightVisible;
|
||||
|
||||
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
|
||||
@@ -194,10 +196,11 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
|
||||
if (any(Set_RimLight) * maskRimEnabled)
|
||||
{
|
||||
_HighColor_var = overridingRimColor;
|
||||
//_HighColor_var = overridingRimColor;
|
||||
channelOutAlpha = Set_RimLightAlpha;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
diffuseTerm =
|
||||
lerp(saturate(diffuseTerm - _TweakHighColorMask_var), diffuseTerm,
|
||||
lerp(_Is_BlendAddToHiColor, 1.0
|
||||
@@ -211,6 +214,7 @@ 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);
|
||||
@@ -241,7 +245,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
||||
}
|
||||
else
|
||||
{
|
||||
specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * Set_LightColor;
|
||||
//specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * Set_LightColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -74,7 +74,7 @@ real3 UTS_PolygonFormFactor(real4x3 L, real3 L4, uint n, bool isDiffuse)
|
||||
if (n == 5)
|
||||
F += UTS_ComputeEdgeFactor(L4, L[0]);
|
||||
|
||||
return lerp(INV_TWO_PI * F, PI * F, isDiffuse); // The output may be projected onto the tangent plane (F.z) to yield signed irradiance.
|
||||
return lerp(INV_TWO_PI * F, HALF_PI * F, isDiffuse); // The output may be projected onto the tangent plane (F.z) to yield signed irradiance.
|
||||
}
|
||||
|
||||
// See "Real-Time Area Lighting: a Journey from Research to Production", slide 102.
|
||||
@@ -84,10 +84,11 @@ real3 UTS_PolygonFormFactor(real4x3 L, real3 L4, uint n, bool isDiffuse)
|
||||
// Secondly, if we use the correct function called DiffuseSphereLightIrradiance(), it results
|
||||
// in severe light leaking if the light is placed vertically behind the camera.
|
||||
// So this function is clearly a hack designed to work around these problems.
|
||||
real UTS_PolygonIrradianceFromVectorFormFactor(float3 F)
|
||||
real UTS_PolygonIrradianceFromVectorFormFactor(float3 F, bool isDiffuse)
|
||||
{
|
||||
float l = length(F);
|
||||
return max(0, (l * l) / (l + 1));
|
||||
float z = lerp(F.z , INV_TWO_PI * F.z, isDiffuse);
|
||||
return max(0, (l * l + z) / (l + 1));
|
||||
}
|
||||
|
||||
// Expects non-normalized vertex positions.
|
||||
@@ -96,7 +97,62 @@ real UTS_PolygonIrradiance(real4x3 L, bool isDiffuse, out real3 F)
|
||||
{
|
||||
//APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
||||
F = UTS_PolygonFormFactor(L, float3(0,0,1), 4, isDiffuse);
|
||||
return UTS_PolygonIrradianceFromVectorFormFactor(F); // Accounts for the horizon.
|
||||
return UTS_PolygonIrradianceFromVectorFormFactor(F, isDiffuse); // Accounts for the horizon.
|
||||
}
|
||||
|
||||
// This function assumes that inputs are well-behaved, e.i.
|
||||
// that the line does not pass through the origin and
|
||||
// that the light is (at least partially) above the surface.
|
||||
float UTS_Diffuse_Line(float3 C, float3 A, float hl)
|
||||
{
|
||||
// Solve C.z + h * A.z = 0.
|
||||
float h = -C.z * rcp(A.z); // May be Inf, but never NaN
|
||||
|
||||
// Clip the line segment against the z-plane if necessary.
|
||||
float h2 = (A.z >= 0) ? max( hl, h)
|
||||
: min( hl, h); // P2 = C + h2 * A
|
||||
float h1 = (A.z >= 0) ? max(-hl, h)
|
||||
: min(-hl, h); // P1 = C + h1 * A
|
||||
|
||||
// Normalize the tangent.
|
||||
float as = dot(A, A); // |A|^2
|
||||
float ar = rsqrt(as); // 1/|A|
|
||||
float a = as * ar; // |A|
|
||||
float3 T = A * ar; // A/|A|
|
||||
|
||||
// Orthogonal 2D coordinates:
|
||||
// P(n, t) = n * N + t * T.
|
||||
float tc = dot(T, C); // C = n * N + tc * T
|
||||
float3 P0 = C - tc * T; // P(n, 0) = n * N
|
||||
float ns = dot(P0, P0); // |P0|^2
|
||||
|
||||
float nr = rsqrt(ns); // 1/|P0|
|
||||
float n = ns * nr; // |P0|
|
||||
float Nz = P0.z * nr; // N.z = P0.z/|P0|
|
||||
|
||||
// P(n, t) - C = P0 + t * T - P0 - tc * T
|
||||
// = (t - tc) * T = h * A = (h * a) * T.
|
||||
float t2 = tc + h2 * a; // P2.t
|
||||
float t1 = tc + h1 * a; // P1.t
|
||||
float s2 = ns + t2 * t2; // |P2|^2
|
||||
float s1 = ns + t1 * t1; // |P1|^2
|
||||
float mr = rsqrt(s1 * s2); // 1/(|P1|*|P2|)
|
||||
float r2 = s1 * (mr * mr); // 1/|P2|^2
|
||||
float r1 = s2 * (mr * mr); // 1/|P1|^2
|
||||
|
||||
// I = (i1 + i2 + i3) / Pi.
|
||||
// i1 = N.z * (P2.t / |P2|^2 - P1.t / |P1|^2).
|
||||
// i2 = -T.z * (P2.n / |P2|^2 - P1.n / |P1|^2).
|
||||
// i3 = N.z * ArcCos[Dot[P1, P2] / (|P1| * |P2|)] / |P0|.
|
||||
float i12 = (Nz * t2 - (T.z * n)) * r2
|
||||
- (Nz * t1 - (T.z * n)) * r1;
|
||||
// Guard against numerical errors.
|
||||
float dt = min(1, (ns + t1 * t2) * mr);
|
||||
float i3 = acos(dt) * (Nz * nr); // angle * cos(θ) / r^2
|
||||
|
||||
//return T.z * n ;
|
||||
// Guard against numerical errors.
|
||||
return INV_PI * max(0, i12 + i3);
|
||||
}
|
||||
|
||||
float4 UTS_EvaluateLTC_Area(bool isRectLight, float3 center, float3 right, float3 up, float halfLength, float halfHeight,
|
||||
@@ -141,22 +197,21 @@ float4 UTS_EvaluateLTC_Area(bool isRectLight, float3 center, float3 right, float
|
||||
lightVerts[1] = lightVerts[0] + (2 * halfHeight) * B; // UL
|
||||
lightVerts[2] = lightVerts[1] + (2 * halfLength) * A; // UR
|
||||
lightVerts[3] = lightVerts[2] - (2 * halfHeight) * B; // LR
|
||||
|
||||
float3 formFactor;
|
||||
|
||||
|
||||
// Polygon irradiance in the transformed configuration.
|
||||
ltcValue.a = UTS_PolygonIrradiance(lightVerts, isDiffuse, formFactor);
|
||||
float3 fromFactor;
|
||||
ltcValue.a = UTS_PolygonIrradiance(lightVerts, isDiffuse, fromFactor);
|
||||
|
||||
if (cookieMode != COOKIEMODE_NONE)
|
||||
{
|
||||
ltcValue.rgb = SampleAreaLightCookie(cookieScaleOffset, lightVerts, formFactor, perceptualRoughness);
|
||||
ltcValue.rgb = SampleAreaLightCookie(cookieScaleOffset, lightVerts, fromFactor, perceptualRoughness);
|
||||
}
|
||||
}
|
||||
else // Line light
|
||||
{
|
||||
float w = ComputeLineWidthFactor(invM, ortho, orthoSq);
|
||||
|
||||
ltcValue.a = I_diffuse_line(C, A, halfLength) * w;
|
||||
ltcValue.a = UTS_Diffuse_Line(C, A, halfLength) * w;
|
||||
}
|
||||
|
||||
return ltcValue;
|
||||
231
Runtime/HDRP/Shaders/Includes/Lighting/UtsEnvLight.hlsl
Normal file
231
Runtime/HDRP/Shaders/Includes/Lighting/UtsEnvLight.hlsl
Normal file
@@ -0,0 +1,231 @@
|
||||
#ifndef UTS_ENV
|
||||
#define UTS_ENV
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
|
||||
// _preIntegratedFGD and _CubemapLD are unique for each BRDF
|
||||
float3 EvaluateBSDF_ReflectionProbe(LightLoopContext lightLoopContext,
|
||||
float3 V, PositionInputs posInput,
|
||||
PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData,
|
||||
int influenceShapeType,
|
||||
inout float hierarchyWeight)
|
||||
{
|
||||
float weight = 1.0;
|
||||
|
||||
float3 R = reflect(-V, bsdfData.normalWS);
|
||||
|
||||
EvaluateLight_EnvIntersection(posInput.positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
|
||||
|
||||
// No distance based roughness for simple lit
|
||||
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC);
|
||||
weight *= preLD.a; // Used by planar reflection to discard pixel
|
||||
|
||||
//envLighting = F_Schlick(bsdfData.fresnel0, dot(bsdfData.normalWS, V)) * preLD.rgb;
|
||||
float3 envLighting = preLD.rgb;
|
||||
|
||||
UpdateLightingHierarchyWeights(hierarchyWeight, weight);
|
||||
envLighting *= weight * lightData.multiplier;
|
||||
|
||||
return envLighting;
|
||||
}
|
||||
|
||||
float4 ComputeReflection(LightLoopContext context, PositionInputs posInput, PreLightData preLightData, BuiltinData builtinData, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 refcolor = 0;
|
||||
float reflectionHierarchyWeight = 0.0; // Max: 1.0
|
||||
|
||||
uint envLightStart, envLightCount;
|
||||
|
||||
// Fetch first env light to provide the scene proxy for screen space computation
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
|
||||
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
envLightCount = _EnvLightCount;
|
||||
envLightStart = 0;
|
||||
#endif
|
||||
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint envStartFirstLane;
|
||||
fastPath = IsFastPath(envLightStart, envStartFirstLane);
|
||||
#endif
|
||||
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
|
||||
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
if (fastPath)
|
||||
{
|
||||
envLightStart = envStartFirstLane;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scalarized loop, same rationale of the punctual light version
|
||||
uint v_envLightListOffset = 0;
|
||||
uint v_envLightIdx = envLightStart;
|
||||
#if NEED_TO_CHECK_HELPER_LANE
|
||||
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
|
||||
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
|
||||
// sure it will not happen.
|
||||
bool isHelperLane = WaveIsHelperLane();
|
||||
while (!isHelperLane && v_envLightListOffset < envLightCount)
|
||||
#else
|
||||
while (v_envLightListOffset < envLightCount)
|
||||
#endif
|
||||
{
|
||||
v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
|
||||
#else
|
||||
uint s_envLightIdx = v_envLightIdx;
|
||||
#endif
|
||||
if (s_envLightIdx == -1)
|
||||
break;
|
||||
|
||||
EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx); // Scalar load.
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_envLightIdx value that is smaller than s_envLightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_envLightIdx >= v_envLightIdx)
|
||||
{
|
||||
v_envLightListOffset++;
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float RefProbeLighting = EvaluateBSDF_ReflectionProbe(context, V, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, reflectionHierarchyWeight);
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
float3 lightInReflDir = float3(-1, -1, -1);
|
||||
if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
|
||||
{
|
||||
float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
|
||||
RefProbeLighting *= factor;
|
||||
}
|
||||
#endif
|
||||
refcolor += RefProbeLighting;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return float4(refcolor.r, refcolor.g, refcolor.b, reflectionHierarchyWeight);
|
||||
}
|
||||
|
||||
float3 ComputeFresnelLerp(float3 c0, float3 c1, float cosA)
|
||||
{
|
||||
float t = pow(1 - cosA, 5);
|
||||
return lerp(c0, c1, t);
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectDiffusePBR(PositionInputs posInput, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 indirectDiffuse = 0.0;
|
||||
|
||||
#ifdef _PBR_Mode_ANISO
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
|
||||
#endif
|
||||
|
||||
float NdotV = saturate(dot(bsdfData.normalWS, V));
|
||||
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
BuiltinData apvBuiltinData;
|
||||
ZERO_INITIALIZE(BuiltinData, apvBuiltinData);
|
||||
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), 0.0, 0.0, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
|
||||
#else
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), bsdfData.normalWS, -bsdfData.normalWS, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
|
||||
#endif
|
||||
|
||||
float3 probeDiffuse = apvBuiltinData.bakeDiffuseLighting * GetCurrentExposureMultiplier();
|
||||
|
||||
indirectDiffuse = probeDiffuse;
|
||||
#else
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
indirectDiffuse = EvaluateAmbientProbe(0.0) * GetCurrentExposureMultiplier();
|
||||
#else
|
||||
indirectDiffuse = EvaluateAmbientProbe(bsdfData.normalWS) * GetCurrentExposureMultiplier();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//SSGI
|
||||
if(_ReceivesSSGI == 1)
|
||||
{
|
||||
float4 ssgiLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS);
|
||||
ssgiLighting *= _GIMultiplier;
|
||||
indirectDiffuse = lerp(indirectDiffuse, ssgiLighting.rgb, ssgiLighting.a);
|
||||
}
|
||||
|
||||
//Complete the indirect lighting
|
||||
indirectDiffuse *= bsdfData.diffuseColor.rgb * _BaseColor.rgb;
|
||||
|
||||
//SSAO
|
||||
if(_ReceivesSSAO == 1)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
indirectDiffuse *= lerp(_AO_Factor, 1, aoFactor.indirectAmbientOcclusion);
|
||||
}
|
||||
indirectDiffuse *= bsdfData.ambientOcclusion;
|
||||
|
||||
return indirectDiffuse;
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectDiffuse(PositionInputs posInput, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 indirectDiffuse = 0.0;
|
||||
|
||||
indirectDiffuse = EvaluateIndirectDiffusePBR(posInput, bsdfData,V);
|
||||
|
||||
return indirectDiffuse * _ID_Intensity;
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectSpecular(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, BuiltinData builtinData, float3 V)
|
||||
{
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
return 0;
|
||||
#else
|
||||
float3 indirectSpecular = 0;
|
||||
|
||||
#ifdef _PBR_Mode_ANISO
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
|
||||
#endif
|
||||
|
||||
float mip = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
|
||||
float NdotV = saturate(dot(bsdfData.normalWS, V));
|
||||
|
||||
indirectSpecular = SampleSkyTexture(reflect(-V, bsdfData.normalWS), mip, 0).rgb;\
|
||||
|
||||
//Reflection Probe
|
||||
float4 refProbe = ComputeReflection(lightLoopContext, posInput, preLightData, builtinData, bsdfData, V);
|
||||
indirectSpecular = lerp(indirectSpecular, refProbe.rgb, refProbe.a);
|
||||
|
||||
//SSR
|
||||
if(_ReceivesSSR == 1)
|
||||
{
|
||||
float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
|
||||
InversePreExposeSsrLighting(ssrLighting);
|
||||
ApplyScreenSpaceReflectionWeight(ssrLighting);
|
||||
indirectSpecular = lerp(indirectSpecular, ssrLighting.rgb * preLightData.specularFGD, ssrLighting.a);
|
||||
}
|
||||
|
||||
//Complete the indirect lighting
|
||||
float grazingTerm = saturate((1 - bsdfData.perceptualRoughness) + (1 - bsdfData.reflectivity));
|
||||
indirectSpecular *= ComputeFresnelLerp(bsdfData.fresnel0, grazingTerm, NdotV) * GetCurrentExposureMultiplier();
|
||||
|
||||
// Occlusion
|
||||
if(_ReceivesSSAO == 1)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
|
||||
indirectSpecular *= lerp(_AO_Factor, 1, aoFactor.indirectSpecularOcclusion);
|
||||
}
|
||||
indirectSpecular *= bsdfData.specularOcclusion;
|
||||
|
||||
return indirectSpecular * _IR_Intensity;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
308
Runtime/HDRP/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl
Normal file
308
Runtime/HDRP/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl
Normal file
@@ -0,0 +1,308 @@
|
||||
#ifndef UTS_LIGHT_EVALUATION
|
||||
#define UTS_LIGHT_EVALUATION
|
||||
|
||||
#if FP_BUFFER
|
||||
#define SATURATE_IF_SDR(x) (x)
|
||||
#define SATURATE_BASE_COLOR_IF_SDR(x) (x)
|
||||
#else
|
||||
#define SATURATE_IF_SDR(x) saturate(x)
|
||||
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
|
||||
#endif
|
||||
|
||||
#define APPLY_WEIGHT(x, y, t) lerp(x, x * y, t)
|
||||
|
||||
// not in materials
|
||||
int _ToonLightHiCutFilter;
|
||||
int _ToonEvAdjustmentCurve;
|
||||
float _ToonEvAdjustmentValueArray[128];
|
||||
float _ToonEvAdjustmentValueMin;
|
||||
float _ToonEvAdjustmentValueMax;
|
||||
float _ToonEvAdjustmentCompensation;
|
||||
float _ToonIgnoreExposureMultiplier;
|
||||
|
||||
struct UTSLightData
|
||||
{
|
||||
float3 lightDirection;
|
||||
float3 lightColor;
|
||||
float diffuseDimmer;
|
||||
float specularDimmer;
|
||||
float3 shadowTint;
|
||||
float penumbraTint;
|
||||
SHADOW_TYPE shadowValue;
|
||||
};
|
||||
|
||||
float3 ApplyCurrentExposureMultiplier(float3 color)
|
||||
{
|
||||
return color * lerp(GetCurrentExposureMultiplier(), 1, _ToonIgnoreExposureMultiplier);
|
||||
}
|
||||
|
||||
float3 AccumulateUTSAggregateLighting(AggregateLighting aggregateLighting, UtsBSDFData bsdfData)
|
||||
{
|
||||
float3 directLighting = aggregateLighting.direct.diffuse + aggregateLighting.direct.specular;
|
||||
float3 indirectLighting = ApplyCurrentExposureMultiplier(aggregateLighting.indirect.specularReflected * bsdfData.fresnel0 * _IR_Intensity + aggregateLighting.indirect.specularTransmitted * bsdfData.diffuseColor * _ID_Intensity);
|
||||
return SATURATE_IF_SDR(directLighting + indirectLighting);
|
||||
}
|
||||
|
||||
float3 ConvertFromEV100(float3 EV100)
|
||||
{
|
||||
float3 value = pow(2, EV100) * 2.5f;
|
||||
return value;
|
||||
}
|
||||
|
||||
float3 ConvertToEV100(float3 value)
|
||||
{
|
||||
return log2(value * 0.4f);
|
||||
}
|
||||
|
||||
float WeightSample(PositionInputs positionInput)
|
||||
{
|
||||
// Center-weighted
|
||||
const float2 kCenter = _ScreenParams.xy * 0.5;
|
||||
const float weight = pow(length((kCenter.xy - positionInput.positionSS.xy) / _ScreenParams.xy), 1.0);
|
||||
return 1.0 - saturate(weight);
|
||||
}
|
||||
|
||||
float3 ApplyCompensation(float3 originalColor)
|
||||
{
|
||||
float3 ev100_Color = ConvertToEV100(originalColor) + _ToonEvAdjustmentCompensation * 0.5f;
|
||||
|
||||
|
||||
float3 resultColor = max(0, ConvertFromEV100(ev100_Color));
|
||||
return resultColor;
|
||||
}
|
||||
|
||||
float3 GetExposureAdjustedColor(float3 originalColor)
|
||||
{
|
||||
if (_ToonEvAdjustmentCurve != 0)
|
||||
{
|
||||
|
||||
float3 ev100_Color = ConvertToEV100(originalColor);
|
||||
ev100_Color = clamp(ev100_Color, _ToonEvAdjustmentValueMin, _ToonEvAdjustmentValueMax);
|
||||
float3 ev100_remap = (ev100_Color - _ToonEvAdjustmentValueMin) * (128 - 1) / (_ToonEvAdjustmentValueMax - _ToonEvAdjustmentValueMin);
|
||||
ev100_remap = clamp(ev100_remap, 0.0, 127.0);
|
||||
int3 ev100_idx = (int3) ev100_remap;
|
||||
float3 ev100_lerp = ev100_remap - ev100_idx;
|
||||
float3 ev100_remapped;
|
||||
|
||||
ev100_remapped.r = _ToonEvAdjustmentValueArray[ev100_idx.r] + (_ToonEvAdjustmentValueArray[ev100_idx.r + 1] - _ToonEvAdjustmentValueArray[ev100_idx.r]) * ev100_lerp.r;
|
||||
ev100_remapped.g = _ToonEvAdjustmentValueArray[ev100_idx.g] + (_ToonEvAdjustmentValueArray[ev100_idx.g + 1] - _ToonEvAdjustmentValueArray[ev100_idx.g]) * ev100_lerp.g;
|
||||
ev100_remapped.b = _ToonEvAdjustmentValueArray[ev100_idx.b] + (_ToonEvAdjustmentValueArray[ev100_idx.b + 1] - _ToonEvAdjustmentValueArray[ev100_idx.b]) * ev100_lerp.b;
|
||||
|
||||
|
||||
float3 resultColor = ConvertFromEV100(ev100_remapped);
|
||||
|
||||
|
||||
return resultColor;
|
||||
}
|
||||
else // else is neccessary to avoid warrnings.
|
||||
{
|
||||
return originalColor;
|
||||
}
|
||||
}
|
||||
|
||||
float GetLightAttenuation(float3 lightColor)
|
||||
{
|
||||
float lightAttenuation = rateR * lightColor.r + rateG * lightColor.g + rateB * lightColor.b;
|
||||
return lightAttenuation;
|
||||
}
|
||||
|
||||
float3 GetLimitedLightColor(float3 lightColor)
|
||||
{
|
||||
lightColor = ApplyCurrentExposureMultiplier(lightColor);
|
||||
float3 result = lerp(lightColor, saturate(lightColor), _Is_Filter_LightColor);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, PreLightData preLightData, inout float reflectionHierarchyWeight)
|
||||
{
|
||||
IndirectLighting lighting;
|
||||
ZERO_INITIALIZE(IndirectLighting, lighting);
|
||||
|
||||
// TODO: this texture is sparse (mostly black). Can we avoid reading every texel? How about using Hi-S?
|
||||
float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
|
||||
InversePreExposeSsrLighting(ssrLighting);
|
||||
|
||||
// Apply the weight on the ssr contribution (if required)
|
||||
ApplyScreenSpaceReflectionWeight(ssrLighting);
|
||||
|
||||
reflectionHierarchyWeight = ssrLighting.a;
|
||||
lighting.specularReflected = ssrLighting.rgb * preLightData.specularFGD;
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
void UtsEvaluateBSDF_BakeDiffuse(PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, float3 V, inout BuiltinData builtinData, out float3 lightInReflDir)
|
||||
{
|
||||
lightInReflDir = 0.0;
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
lightInReflDir = float3(-1, -1, -1); // This variable is used with APV for reflection probe normalization - see code for LIGHTFEATUREFLAGS_ENV
|
||||
#endif
|
||||
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SCREEN_SPACE_INDIRECT_DIFFUSE_DISABLED)
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
|
||||
{
|
||||
builtinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier();
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
if (_EnableProbeVolumes)
|
||||
{
|
||||
// Reflect normal to get lighting for reflection probe tinting
|
||||
float3 R = reflect(-V, bsdfData.normalWS);
|
||||
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
float3 normalWS = 0.0;
|
||||
float3 backNormalWS = 0.0;
|
||||
#else
|
||||
float3 normalWS = bsdfData.normalWS;
|
||||
float3 backNormalWS = -bsdfData.normalWS;
|
||||
#endif
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS),
|
||||
bsdfData.normalWS, -bsdfData.normalWS,
|
||||
R, V,
|
||||
posInput.positionSS, builtinData.renderingLayers,
|
||||
builtinData.bakeDiffuseLighting, builtinData.backBakeDiffuseLighting, lightInReflDir);
|
||||
}
|
||||
else // If probe volume is disabled we fallback on the ambient probes
|
||||
{
|
||||
builtinData.bakeDiffuseLighting = EvaluateAmbientProbe(bsdfData.normalWS);
|
||||
builtinData.backBakeDiffuseLighting = EvaluateAmbientProbe(-bsdfData.normalWS);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void UtsEvaluateMatCap(PositionInputs posInput, UtsBSDFData bsdfData, float perceptualRoughness, inout BuiltinData builtinData)
|
||||
{
|
||||
float3 positionVS = mul(UNITY_MATRIX_V, float4(posInput.positionWS, 1.0)).xyz;
|
||||
float3 normalVS = mul(UNITY_MATRIX_V, float4(bsdfData.normalWS, 1.0)).xyz;
|
||||
float3 PcrossN = cross(normalize(positionVS), normalVS);
|
||||
|
||||
float2 uv = PcrossN.yx;
|
||||
uv.x *= -1;
|
||||
uv = uv * 0.5 + 0.5;
|
||||
|
||||
builtinData.bakeDiffuseLighting = SAMPLE_TEXTURE2D_LOD(_MatCapMap, s_linear_clamp_sampler, uv, PerceptualRoughnessToMipmapLevel(perceptualRoughness)).rgb * GetInverseCurrentExposureMultiplier();
|
||||
}
|
||||
|
||||
void UtsEvaluateRamp(PositionInputs posInput, UtsBSDFData bsdfData, inout BuiltinData builtinData)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData, int influenceShapeType, int GPUImageBasedLightingType, inout float hierarchyWeight)
|
||||
{
|
||||
IndirectLighting lighting;
|
||||
ZERO_INITIALIZE(IndirectLighting, lighting);
|
||||
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION)
|
||||
{
|
||||
return lighting;
|
||||
}
|
||||
|
||||
float3 envLighting;
|
||||
float3 positionWS = posInput.positionWS;
|
||||
float weight = 1.0;
|
||||
|
||||
float3 R = preLightData.iblR;
|
||||
if (!IsEnvIndexTexture2D(lightData.envIndex)) // ENVCACHETYPE_CUBEMAP
|
||||
{
|
||||
R = GetSpecularDominantDir(bsdfData.normalWS, R, preLightData.iblPerceptualRoughness, ClampNdotV(preLightData.NdotV));
|
||||
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume
|
||||
// Also it appear like more sharp. To avoid these artifact and at the same time get better match to reference we lerp to original unmodified reflection.
|
||||
// Formula is empirical.
|
||||
float roughness = PerceptualRoughnessToRoughness(preLightData.iblPerceptualRoughness);
|
||||
R = lerp(R, preLightData.iblR, saturate(smoothstep(0, 1, roughness * roughness)));
|
||||
}
|
||||
|
||||
// Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky)
|
||||
float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
|
||||
|
||||
// Don't do clear coating for refraction
|
||||
float3 coatR = preLightData.coatIblR;
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION && HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
|
||||
{
|
||||
float unusedWeight = 0.0;
|
||||
EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, coatR, unusedWeight);
|
||||
}
|
||||
|
||||
float3 F = preLightData.specularFGD;
|
||||
|
||||
float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance);
|
||||
weight *= preLD.a; // Used by planar reflection to discard pixel
|
||||
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
|
||||
{
|
||||
envLighting = F * preLD.rgb;
|
||||
// Apply the main lobe weight and update main reflection hierarchyWeight:
|
||||
UpdateLightingHierarchyWeights(hierarchyWeight, weight);
|
||||
envLighting *= weight;
|
||||
}
|
||||
|
||||
envLighting *= lightData.multiplier;
|
||||
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
|
||||
{
|
||||
lighting.specularReflected = envLighting;
|
||||
}
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
DirectLighting UtsEvaluateShading_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, BuiltinData builtinData, DirectionalLightData lightData, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
DirectLighting lighting;
|
||||
ZERO_INITIALIZE(DirectLighting, lighting);
|
||||
|
||||
float3 L = - lightData.forward;
|
||||
float NdotL = dot(bsdfData.normalWS, L);
|
||||
float halfLambert = 0.5 * NdotL + 0.5;
|
||||
|
||||
SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.normalWS);
|
||||
float systemShadows = saturate(shadow + 0.5f + _Tweak_SystemShadowsLevel > 0.0 ? shadow + 0.5f + _Tweak_SystemShadowsLevel : 0.0);
|
||||
float shadingGrade = lerp(halfLambert, halfLambert * systemShadows, _Set_SystemShadowsToBase );
|
||||
float firstColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_ComposerMaskMode, _FirstShadeOverridden));
|
||||
|
||||
float finalShadow = saturate((shadingGrade - (_1st_ShadeColor_Step - firstColorFeatherForMask)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - firstColorFeatherForMask))); // Base and 1st Shade Mask
|
||||
|
||||
if (lightData.diffuseDimmer > 0.0 && finalShadow > 0.0)
|
||||
{
|
||||
float secondColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
float shadeShadow = saturate((halfLambert - (_ShadeColor_Step - secondColorFeatherForMask)) / (_ShadeColor_Step - (_ShadeColor_Step - secondColorFeatherForMask))); // 1st and 2nd Shades Mask
|
||||
|
||||
float3 diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, shadeShadow), bsdfData.diffuseColor, finalShadow);
|
||||
float3 specularTerm = ComputeSpecularTerm(V, L, bsdfData) * finalShadow;
|
||||
|
||||
float4 lightColor = EvaluateLight_Directional(lightLoopContext, posInput, lightData);
|
||||
lightColor.rgb *= ComputeShadowColor(systemShadows, lightData.shadowTint, lightData.penumbraTint) * lightColor.a * _Light_Intensity_Multiplier;
|
||||
lightColor.rgb = GetLimitedLightColor(lightColor.rgb);
|
||||
|
||||
lighting.diffuse = diffuseTerm * lightColor.rgb * lightData.diffuseDimmer;
|
||||
lighting.specular += specularTerm * lightColor.rgb * lightData.specularDimmer;
|
||||
}
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
void UtsPostEvaluateBSDF(PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting, out LightLoopOutput lightLoopOutput)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
builtinData.bakeDiffuseLighting = APPLY_WEIGHT(builtinData.bakeDiffuseLighting, aoFactor.indirectAmbientOcclusion, _AO_Factor);
|
||||
lighting.indirect.specularReflected = APPLY_WEIGHT(lighting.indirect.specularReflected, aoFactor.indirectSpecularOcclusion, _AO_Factor);
|
||||
lighting.direct.diffuse = APPLY_WEIGHT(lighting.direct.diffuse, aoFactor.directAmbientOcclusion, _AO_Factor);
|
||||
lighting.direct.specular = APPLY_WEIGHT(lighting.direct.specular, aoFactor.directSpecularOcclusion, _AO_Factor);
|
||||
|
||||
builtinData.bakeDiffuseLighting = ApplyCurrentExposureMultiplier(builtinData.bakeDiffuseLighting * bsdfData.diffuseColor * _ID_Intensity);
|
||||
lighting.indirect.specularReflected = ApplyCurrentExposureMultiplier(lighting.indirect.specularReflected * bsdfData.fresnel0 * _IR_Intensity);
|
||||
|
||||
lightLoopOutput.diffuseLighting = lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
|
||||
lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
|
||||
// Rescale the GGX to account for the multiple scattering.
|
||||
lightLoopOutput.specularLighting *= 1.0 + bsdfData.fresnel0 * preLightData.energyCompensation;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 583ca489f74f54c45a708f3a17018fca
|
||||
guid: a7716c23dcdc6a544908969e8d507320
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
395
Runtime/HDRP/Shaders/Includes/Lighting/UtsLightLoop.hlsl
Normal file
395
Runtime/HDRP/Shaders/Includes/Lighting/UtsLightLoop.hlsl
Normal file
@@ -0,0 +1,395 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsPBR.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Lighting/UtsEnvLight.hlsl"
|
||||
|
||||
// Channel mask enum.
|
||||
// this must be same to UI cs code
|
||||
// HDRPToonGUI._ChannelEnum
|
||||
int eBaseColor = 0;
|
||||
int eFirstShade = 1;
|
||||
int eSecondShade = 2;
|
||||
int eHighlight = 3;
|
||||
int eAngelRing = 4;
|
||||
int eRimLight = 5;
|
||||
int eOutline = 6;
|
||||
|
||||
int GetNextDirectionalLightIndex(BuiltinData builtinData, int currentIndex, int mainLightIndex)
|
||||
{
|
||||
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < (int)_DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
if (mainLightIndex != i)
|
||||
{
|
||||
if (currentIndex < i)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return -1; // not found
|
||||
}
|
||||
|
||||
int GetUtsMainLightIndex(BuiltinData builtinData)
|
||||
{
|
||||
int mainLightIndex = -1;
|
||||
float3 lightColor = float3(0.0f, 0.0f, 0.0f);
|
||||
float lightAttenuation = 0.0f;
|
||||
uint i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < _DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float3 currentLightColor = _DirectionalLightDatas[i].color;
|
||||
float currentLightAttenuation = GetLightAttenuation(currentLightColor);
|
||||
|
||||
if (mainLightIndex == -1 || (currentLightAttenuation > lightAttenuation))
|
||||
{
|
||||
mainLightIndex = i;
|
||||
lightAttenuation = currentLightAttenuation;
|
||||
|
||||
lightColor = currentLightColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return mainLightIndex;
|
||||
}
|
||||
|
||||
bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
|
||||
{
|
||||
#if defined(RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG)
|
||||
// Two different options are possible here
|
||||
// - We have a ray trace shadow in which case we have no valid signal for a transmission and we need to fallback on the rasterized shadow
|
||||
// - We have a screen space shadow and it already contains the transmission shadow and we can use it straight away
|
||||
bool visibleLight = 0.5 * dot(normalWS, -light.forward) + 0.5 > 0.0;
|
||||
bool validScreenSpaceShadow = (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW;
|
||||
bool rayTracedShadow = (light.screenSpaceShadowIndex & RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG) != 0.0;
|
||||
return (validScreenSpaceShadow && ((rayTracedShadow && visibleLight) || !rayTracedShadow));
|
||||
#else
|
||||
return ( (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
|
||||
#endif
|
||||
}
|
||||
|
||||
void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bsdfData, BuiltinData builtinData,
|
||||
float3 V, uint featureFlags, out LightLoopOutput lightLoopOutput)
|
||||
{
|
||||
AggregateLighting aggregateLighting;
|
||||
ZERO_INITIALIZE(AggregateLighting, aggregateLighting);
|
||||
|
||||
PreLightData preLightData = GetPreLightData_UTS(V, posInput, bsdfData);
|
||||
|
||||
LightLoopContext context;
|
||||
context.shadowContext = InitShadowContext();
|
||||
context.shadowValue = 1;
|
||||
context.sampleReflection = 0;
|
||||
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
||||
context.positionWS = posInput.positionWS;
|
||||
#endif
|
||||
|
||||
// Initialize the contactShadow and contactShadowFade fields
|
||||
InitContactShadow(posInput, context);
|
||||
|
||||
// First of all we compute the shadow value of the directional light to reduce the VGPR pressure
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
|
||||
{
|
||||
// Evaluate sun shadows.
|
||||
if (_DirectionalShadowIndex >= 0)
|
||||
{
|
||||
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
|
||||
|
||||
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||||
if (UseScreenSpaceShadow(light, bsdfData.normalWS))
|
||||
{
|
||||
context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
float3 L = -light.forward;
|
||||
|
||||
// Is it worth sampling the shadow map?
|
||||
if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && // Note: Volumetric can have different dimmer, thus why we test it here
|
||||
dot(bsdfData.normalWS, L) > 0.0)
|
||||
{
|
||||
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
||||
posInput.positionSS, posInput.positionWS + L * _ShadowBias, bsdfData.normalWS,
|
||||
light.shadowIndex, L);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (featureFlags & (LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION))
|
||||
{
|
||||
float reflectionHierarchyWeight = 0.0; // Max: 1.0
|
||||
|
||||
uint envLightStart, envLightCount;
|
||||
|
||||
// Fetch first env light to provide the scene proxy for screen space computation
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
|
||||
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
envLightCount = _EnvLightCount;
|
||||
envLightStart = 0;
|
||||
#endif
|
||||
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint envStartFirstLane;
|
||||
fastPath = IsFastPath(envLightStart, envStartFirstLane);
|
||||
#endif
|
||||
|
||||
// Reflection hierarchy is
|
||||
// 1. Screen Space Reflection
|
||||
// 2. Environment Reflection
|
||||
// 3. Sky Reflection
|
||||
|
||||
// Apply SSR.
|
||||
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
#endif
|
||||
|
||||
float3 lightInReflDir = 0;
|
||||
#ifdef _INDIRECT_DIFFUSE_OFF
|
||||
|
||||
#elif _INDIRECT_DIFFUSE_IBL
|
||||
bool replaceBakeDiffuseLighting = false;
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) // No SSGI/RTGI/Mixed effect on transparent
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
|
||||
{
|
||||
replaceBakeDiffuseLighting = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
if (!builtinData.isLightmap)
|
||||
{
|
||||
replaceBakeDiffuseLighting = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_EVALUATION_SKIP_INDIRECT_DIFFUSE)
|
||||
replaceBakeDiffuseLighting = false;
|
||||
#endif
|
||||
|
||||
if (replaceBakeDiffuseLighting)
|
||||
{
|
||||
UtsEvaluateBSDF_BakeDiffuse(posInput, preLightData, bsdfData, V, builtinData, lightInReflDir);
|
||||
}
|
||||
#elif _INDIRECT_DIFFUSE_MATCAP
|
||||
UtsEvaluateMatCap(posInput, bsdfData, 0.0, builtinData);
|
||||
#elif _INDIRECT_DIFFUSE_RAMP
|
||||
UtsEvaluateRamp(posInput, bsdfData, builtinData);
|
||||
#endif
|
||||
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_ENV)
|
||||
{
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
|
||||
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
if (fastPath)
|
||||
{
|
||||
envLightStart = envStartFirstLane;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scalarized loop, same rationale of the punctual light version
|
||||
uint v_envLightListOffset = 0;
|
||||
uint v_envLightIdx = envLightStart;
|
||||
#if NEED_TO_CHECK_HELPER_LANE
|
||||
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
|
||||
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
|
||||
// sure it will not happen.
|
||||
bool isHelperLane = WaveIsHelperLane();
|
||||
while (!isHelperLane && v_envLightListOffset < envLightCount)
|
||||
#else
|
||||
while (v_envLightListOffset < envLightCount)
|
||||
#endif
|
||||
{
|
||||
v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
|
||||
#else
|
||||
uint s_envLightIdx = v_envLightIdx;
|
||||
#endif
|
||||
if (s_envLightIdx == -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx);
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_envLightIdx value that is smaller than s_envLightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_envLightIdx >= v_envLightIdx)
|
||||
{
|
||||
v_envLightListOffset++;
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
|
||||
if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
|
||||
{
|
||||
float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
|
||||
lighting.specularReflected *= factor;
|
||||
}
|
||||
#endif
|
||||
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Only apply the sky IBL if the sky texture is available
|
||||
if ((featureFlags & LIGHTFEATUREFLAGS_SKY) && _EnvLightSkyEnabled)
|
||||
{
|
||||
// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
|
||||
|
||||
// The sky data are generated on the fly so the compiler can optimize the code
|
||||
EnvLightData envLightSky = InitSkyEnvLightData(0);
|
||||
|
||||
// Only apply the sky if we haven't yet accumulated enough IBL lighting.
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, envLightSky, bsdfData, envLightSky.influenceShapeType,
|
||||
GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
|
||||
{
|
||||
uint i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < _DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
DirectLighting direct = UtsEvaluateShading_Directional(context, posInput, builtinData, _DirectionalLightDatas[i], bsdfData, V);
|
||||
AccumulateDirectLighting(direct, aggregateLighting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
|
||||
}
|
||||
|
||||
// UTSLightData GetUTSMainPunctualLightData(BuiltinData builtinData, PositionInputs posInput)
|
||||
// {
|
||||
// UTSLightData mainPunctualLight;
|
||||
|
||||
// uint lightCount, lightStart;
|
||||
|
||||
// #ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
|
||||
// #else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// lightCount = _PunctualLightCount;
|
||||
// lightStart = 0;
|
||||
// #endif
|
||||
// bool fastPath = false;
|
||||
// #if SCALARIZE_LIGHT_LOOP
|
||||
// uint lightStartLane0;
|
||||
// fastPath = IsFastPath(lightStart, lightStartLane0);
|
||||
|
||||
// if (fastPath)
|
||||
// {
|
||||
// lightStart = lightStartLane0;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
// uint v_lightListOffset = 0;
|
||||
// uint v_lightIdx = lightStart;
|
||||
// float channelAlpha = 0.0f;
|
||||
// [loop] // vulkan shader compiler can not unroll.
|
||||
// while (v_lightListOffset < lightCount)
|
||||
// {
|
||||
// v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
|
||||
// #if SCALARIZE_LIGHT_LOOP
|
||||
// uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
|
||||
// #else
|
||||
// uint s_lightIdx = v_lightIdx;
|
||||
// #endif
|
||||
// if (s_lightIdx == -1)
|
||||
// break;
|
||||
|
||||
// LightData s_lightData = FetchLight(s_lightIdx);
|
||||
|
||||
// // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
|
||||
// // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
// if (s_lightIdx >= v_lightIdx)
|
||||
// {
|
||||
// v_lightListOffset++;
|
||||
// if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
||||
// {
|
||||
// float3 lightDirection;
|
||||
// float4 distances; // {d, d^2, 1/d, d_proj}
|
||||
// GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
|
||||
// float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
|
||||
// float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb) * lightColor.a;
|
||||
// const float notDirectional = 1.0f;
|
||||
|
||||
// UTSLightData utsLightData;
|
||||
// utsLightData.lightColor = additionalLightColor;
|
||||
// utsLightData.lightDirection = lightDirection;
|
||||
// utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
|
||||
// utsLightData.specularDimmer = s_lightData.specularDimmer;
|
||||
// utsLightData.shadowTint = s_lightData.shadowTint;
|
||||
// utsLightData.penumbraTint = s_lightData.penumbraTint;
|
||||
|
||||
// if(length(additionalLightColor) >= length(mainPunctualLight.lightColor))
|
||||
// {
|
||||
// mainPunctualLight = utsLightData;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// return mainPunctualLight;
|
||||
// }
|
||||
|
||||
// Todo: calculate the acutal main lighboth dorectional and punctual)t based on the light attenuation, rather than using the main directional light
|
||||
UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPunctualLight)
|
||||
{
|
||||
UTSLightData utsLightData;
|
||||
int mainLightIndex;
|
||||
|
||||
mainLightIndex = GetUtsMainLightIndex(builtinData);
|
||||
|
||||
if (mainLightIndex == -1 || length(_DirectionalLightDatas[mainLightIndex].color) < length(mainPunctualLight.lightColor))
|
||||
{
|
||||
utsLightData = mainPunctualLight;
|
||||
}
|
||||
else
|
||||
{
|
||||
utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
|
||||
utsLightData.lightDirection = -_DirectionalLightDatas[mainLightIndex].forward;
|
||||
utsLightData.diffuseDimmer = _DirectionalLightDatas[mainLightIndex].diffuseDimmer;
|
||||
utsLightData.specularDimmer = _DirectionalLightDatas[mainLightIndex].specularDimmer;
|
||||
utsLightData.shadowTint = _DirectionalLightDatas[mainLightIndex].shadowTint;
|
||||
utsLightData.penumbraTint = _DirectionalLightDatas[mainLightIndex].penumbraTint;
|
||||
}
|
||||
|
||||
return utsLightData;
|
||||
}
|
||||
8
Runtime/HDRP/Shaders/Includes/Properties.meta
Normal file
8
Runtime/HDRP/Shaders/Includes/Properties.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ca2f1317714a1f42aec9cf88eaef1c5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -210,7 +210,7 @@ float _ToonSpecularFeather;
|
||||
|
||||
float _ReceivesSSR;
|
||||
float _ReceivesSSAO;
|
||||
float _AOMin;
|
||||
float _AO_Factor;
|
||||
float _ReceivesSSGI;
|
||||
float _GIMultiplier;
|
||||
|
||||
@@ -1,13 +1,8 @@
|
||||
|
||||
// Unity Toon Shader
|
||||
// sampler2D _MainTex;
|
||||
// sampler2D _1st_ShadeMap;
|
||||
// sampler2D _2nd_ShadeMap;
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_1st_ShadeMap);
|
||||
TEXTURE2D(_2nd_ShadeMap);
|
||||
|
||||
TEXTURE2D(_MatCapMap);
|
||||
|
||||
sampler _Set_1st_ShadePosition;
|
||||
sampler _Set_2nd_ShadePosition;
|
||||
@@ -15,7 +10,6 @@ sampler _ShadingGradeMap;
|
||||
sampler _HighColor_Tex;
|
||||
sampler _Set_HighColorMask;
|
||||
sampler _Set_RimLightMask;
|
||||
sampler _MatCap_Sampler;
|
||||
sampler _NormalMapForMatCap;
|
||||
sampler _Set_MatcapMask;
|
||||
sampler _Emissive_Tex;
|
||||
8
Runtime/HDRP/Shaders/Includes/ShaderPass.meta
Normal file
8
Runtime/HDRP/Shaders/Includes/ShaderPass.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 020b85c83fd4ee540af1f62afb131d15
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -15,10 +15,8 @@
|
||||
#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||||
#include "UtsEnvLighting.hlsl"
|
||||
#include "UtsAreaLight.hlsl"
|
||||
#include "HDRPToonFunction.hlsl"
|
||||
//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
@@ -30,22 +28,6 @@ PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
MotionVectorPositionZBias(output);
|
||||
|
||||
output.vpass.positionCS = input.vpass.positionCS;
|
||||
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
@@ -58,25 +40,8 @@ PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Attenuation Functions /
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@@ -197,7 +162,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
#ifdef MATERIAL_TYPE_EYE
|
||||
#ifdef _MATERIAL_TYPE_EYE
|
||||
// Must have view Dir to work
|
||||
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
|
||||
float2 parallaxOffset = viewT;
|
||||
@@ -271,11 +236,11 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef _PBR_Mode_TOON
|
||||
float3 _SpecTex_var = 1;
|
||||
#ifdef _SPECULARCOLORMAP
|
||||
_SpecTex_var = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap)).rgb;
|
||||
_SpecTex_var = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap)).rgb;
|
||||
#endif
|
||||
specularColor = _SpecTex_var * _SpecularColor;
|
||||
#else
|
||||
specularColor = SpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
|
||||
specularColor = GetSpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
|
||||
#endif
|
||||
|
||||
surfaceData.baseColor = _MainTex_var.rgb;
|
||||
@@ -472,8 +437,8 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
}
|
||||
|
||||
|
||||
#undef EVALUATE_BSDF_ENV
|
||||
#undef EVALUATE_BSDF_ENV_SKY
|
||||
//#undef EVALUATE_BSDF_ENV
|
||||
//#undef EVALUATE_BSDF_ENV_SKY
|
||||
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
|
||||
{
|
||||
@@ -538,17 +503,16 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
UTSLightData utsLightData;
|
||||
utsLightData.lightColor = additionalLightColor;
|
||||
utsLightData.lightDirection = lightDirection;
|
||||
utsLightData.diffuseDimmer = saturate(s_lightData.diffuseDimmer * lightColor.a);
|
||||
utsLightData.specularDimmer = saturate(s_lightData.specularDimmer * lightColor.a);
|
||||
utsLightData.diffuseDimmer = s_lightData.diffuseDimmer * lightColor.a;
|
||||
utsLightData.specularDimmer = s_lightData.specularDimmer * lightColor.a;
|
||||
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;
|
||||
context.shadowValue = EvaluateShadow_Punctual(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), lightDirection, distances);
|
||||
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
|
||||
|
||||
if (length(utsLightData.lightColor) >= length(customMainLight.lightColor))
|
||||
@@ -567,7 +531,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
}
|
||||
|
||||
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
@@ -580,24 +544,16 @@ 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
|
||||
|
||||
// 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.
|
||||
// By keeping line lights first we avoid this behavior and save substantial register pressure.
|
||||
// TODO: This is based on the current Lit.shader and can be different for any other way of implementing area lights, how to be generic and ensure performance ?
|
||||
|
||||
uint i;
|
||||
#endif
|
||||
|
||||
if (lightCount > 0)
|
||||
{
|
||||
i = 0;
|
||||
|
||||
uint i = 0;
|
||||
uint last = lightCount - 1;
|
||||
LightData s_lightData = FetchLight(lightStart, i);
|
||||
|
||||
@@ -637,40 +593,30 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
float4 ltcValue;
|
||||
|
||||
// Diffuse
|
||||
ltcValue = UTS_EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformDiffuse), /*bsdfData.perceptualRoughness*/ 1.0f, true, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
||||
utsLightData.diffuseDimmer *= saturate(ltcValue.a * intensity);
|
||||
ltcValue = UTS_EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformDiffuse), /*bsdfData.perceptualRoughness*/ 1.0f,
|
||||
true, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
||||
utsLightData.diffuseDimmer *= ltcValue.a * intensity;
|
||||
utsLightData.lightColor *= ltcValue.rgb;
|
||||
|
||||
// Specular
|
||||
ltcValue = UTS_EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformSpecular[0]), bsdfData.perceptualRoughness, false, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
||||
utsLightData.specularDimmer *= saturate(ltcValue.a * intensity);
|
||||
ltcValue = UTS_EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformSpecular[0]), bsdfData.perceptualRoughness,
|
||||
false, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
||||
utsLightData.specularDimmer *= ltcValue.a * intensity;
|
||||
|
||||
if (isRectLight)
|
||||
{
|
||||
//Evaluate the shadow part
|
||||
float shadow;
|
||||
posInput.positionWS = posInput.positionWS + utsLightData.lightDirection * _ShadowBias;
|
||||
#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
|
||||
{
|
||||
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
|
||||
}
|
||||
context.shadowValue = shadow;
|
||||
context.shadowValue = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
@@ -760,36 +706,33 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
// Push the face fragment view space position towards the light for a little bit
|
||||
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
|
||||
|
||||
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.
|
||||
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);
|
||||
|
||||
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
|
||||
shadowLength.y *= camDirFactor;
|
||||
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.
|
||||
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.
|
||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
||||
float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue);
|
||||
}
|
||||
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
|
||||
shadowLength.y *= camDirFactor;
|
||||
|
||||
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.
|
||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
||||
float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue);
|
||||
#endif
|
||||
|
||||
// Ambient
|
||||
utsAggregateLighting.indirectDiffuse = EvaluateIndirectDiffuse(posInput, bsdfData, V) * _ID_Intensity;
|
||||
utsAggregateLighting.indirectSpecular = EvaluateIndirectSpecular(context, posInput, preLightData, bsdfData, surfaceData, builtinData, V) * _IR_Intensity;
|
||||
|
||||
float3 finalColorWoEmissive = AccumulateAggregateLighting(utsAggregateLighting);
|
||||
float3 finalColorWoEmissive = AccumulateUTSAggregateLighting(utsAggregateLighting);
|
||||
|
||||
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
|
||||
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
|
||||
@@ -808,7 +751,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
||||
#endif
|
||||
|
||||
#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
||||
#if _MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
||||
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
||||
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
||||
@@ -0,0 +1,359 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
||||
|
||||
#if SHADERPASS != SHADERPASS_FORWARD
|
||||
#error SHADERPASS_is_not_correctly_define
|
||||
#endif
|
||||
|
||||
#ifndef SCALARIZE_LIGHT_LOOP
|
||||
// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
|
||||
// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ .
|
||||
// Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime.
|
||||
#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
|
||||
#endif
|
||||
|
||||
//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Attenuation Functions /
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Grafted from URP
|
||||
// Matches Unity Vanila attenuation
|
||||
// Attenuation smoothly decreases to light range.
|
||||
float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
|
||||
{
|
||||
// We use a shared distance attenuation for additional directional and puctual lights
|
||||
// for directional lights attenuation will be 1
|
||||
float lightAtten = rcp(distanceSqr);
|
||||
|
||||
#if SHADER_HINT_NICE_QUALITY
|
||||
// Use the smoothing factor also used in the Unity lightmapper.
|
||||
half factor = distanceSqr * distanceAttenuation.x;
|
||||
half smoothFactor = saturate(1.0h - factor * factor);
|
||||
smoothFactor = smoothFactor * smoothFactor;
|
||||
#else
|
||||
// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
|
||||
// Therefore:
|
||||
// fadeDistance = (0.8 * 0.8 * lightRangeSq)
|
||||
// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
|
||||
// We can rewrite that to fit a MAD by doing
|
||||
// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
|
||||
// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
|
||||
half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
|
||||
#endif
|
||||
|
||||
return lightAtten * smoothFactor;
|
||||
}
|
||||
|
||||
float ApplyChannelAlpha( float alpha)
|
||||
{
|
||||
return lerp(1.0, alpha, _ComposerMaskMode);
|
||||
}
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
#else
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
uniform sampler2D _RaytracedHardShadow;
|
||||
float4 _RaytracedHardShadow_TexelSize;
|
||||
|
||||
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||||
#endif
|
||||
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
,out float4 outVTFeedback : VT_BUFFER_TARGET
|
||||
#endif
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
{
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
|
||||
// It is init to the value of forceNoMotion (with 2.0)
|
||||
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
||||
#endif
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
|
||||
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
|
||||
input.primitiveID = packedInput.primitiveID;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
|
||||
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
||||
#endif
|
||||
|
||||
float4 UV0 = input.texCoord0;
|
||||
UTSData utsData;
|
||||
|
||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
#ifdef MATERIAL_TYPE_EYE
|
||||
// Must have view Dir to work
|
||||
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
|
||||
float2 parallaxOffset = viewT;
|
||||
parallaxOffset.y = -parallaxOffset.y;
|
||||
UV0.xy = clamp(UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
|
||||
#endif
|
||||
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
#ifdef _SURFACE_TYPE_TRANSPARENT
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
||||
#else
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
||||
#endif
|
||||
|
||||
SurfaceData tempSurfaceData;
|
||||
BuiltinData builtinData;
|
||||
GetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
|
||||
UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V, UV0);
|
||||
UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
|
||||
|
||||
#define UNITY_PROJ_COORD(a) a
|
||||
#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
|
||||
float inverseClipping = 0.0;
|
||||
LightLoopContext context;
|
||||
context.shadowContext = InitShadowContext();
|
||||
context.shadowValue = 1;
|
||||
context.sampleReflection = 0.0;
|
||||
#if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320
|
||||
context.splineVisibility = -1;
|
||||
#endif
|
||||
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
||||
context.positionWS = posInput.positionWS;
|
||||
#endif
|
||||
|
||||
// With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
|
||||
// This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views.
|
||||
ApplyCameraRelativeXR(posInput.positionWS);
|
||||
|
||||
// Initialize the contactShadow and contactShadowFade fields
|
||||
InitContactShadow(posInput, context);
|
||||
|
||||
float channelAlpha = 0.0f;
|
||||
float3 finalColor = float3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
LightLoopOutput lightLoopOutput;
|
||||
ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
|
||||
|
||||
UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
|
||||
|
||||
//#undef EVALUATE_BSDF_ENV
|
||||
//#undef EVALUATE_BSDF_ENV_SKY
|
||||
|
||||
#ifdef _EMISSIVE_SIMPLE
|
||||
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(UV0, _Emissive_Tex));
|
||||
float emissiveMask = _Emissive_Tex_var.a;
|
||||
emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask;
|
||||
#elif _EMISSIVE_ANIMATION
|
||||
//v.2.0.7 Calculation View Coord UV for Scroll
|
||||
float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i_normalDir, 0))).xyz;
|
||||
float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1, -1, 1);
|
||||
float3 NormalBlend_Emissive_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).xyz * float3(-1, -1, 1)) + float3(0, 0, 1);
|
||||
float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base * dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail) / NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail;
|
||||
float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy * 0.5 + 0.5;
|
||||
float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0);
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_ViewCoord_UV.x = 1 - _ViewCoord_UV.x;
|
||||
}
|
||||
else {
|
||||
_ViewCoord_UV = _ViewCoord_UV;
|
||||
}
|
||||
float2 emissive_uv = lerp(UV0, _ViewCoord_UV, _Is_ViewCoord_Scroll);
|
||||
//
|
||||
float4 _time_var = _Time;
|
||||
float _base_Speed_var = (_time_var.g * _Base_Speed);
|
||||
float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base);
|
||||
float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV) * _Is_PingPong_Base_var;
|
||||
float rotateVelocity = _Rotate_EmissiveUV * 3.141592654;
|
||||
float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var);
|
||||
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(UV0, _Emissive_Tex));
|
||||
float emissiveMask = _Emissive_Tex_var.a;
|
||||
_Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex));
|
||||
float _colorShift_Speed_var = 1.0 - cos(_time_var.g * _ColorShift_Speed);
|
||||
float viewShift_var = smoothstep(0.0, 1.0, max(0, dot(utsData.normalDirection, utsData.viewDirection)));
|
||||
float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift);
|
||||
float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var);
|
||||
float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift);
|
||||
emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask;
|
||||
|
||||
//
|
||||
//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
|
||||
#endif
|
||||
|
||||
// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
|
||||
//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
|
||||
|
||||
#if _SDFShadow || (_RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW)
|
||||
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
|
||||
float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
|
||||
|
||||
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
|
||||
float3 lightDirection = normalize(lerp(defaultLightDirection, customMainLight.lightDirection.xyz, any(customMainLight.lightDirection.xyz)));
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = customMainLight.lightColor.rgb;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
||||
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade);
|
||||
|
||||
float systemShadowValue = lerp(1.0f, saturate(customMainLight.shadowValue * 2.0f), _Set_SystemShadowsToBase);
|
||||
#endif
|
||||
|
||||
#ifdef _SDFShadow
|
||||
// modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
|
||||
|
||||
float angle;
|
||||
bool rightside;
|
||||
float2 SDF_UV = TRANSFORM_TEX(UV0, _BaseColorMap);
|
||||
float4 sdfRes = SDFResult(rightside, angle, customMainLight.lightDirection, SDF_UV);
|
||||
float sdfShadowValue = 1.0f - SDFMask(angle, sdfRes.r);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(_1st_Shade_var, bsdfData.diffuseColor * _BaseColor.rgb * lightColor, sdfShadowValue * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(0, utsAggregateLighting.directSpecular, sdfShadowValue * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
|
||||
#endif
|
||||
|
||||
#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
|
||||
// Push the face fragment view space position towards the light for a little bit
|
||||
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
|
||||
|
||||
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.
|
||||
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);
|
||||
|
||||
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
|
||||
shadowLength.y *= camDirFactor;
|
||||
|
||||
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.
|
||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
||||
float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue);
|
||||
#endif
|
||||
|
||||
outColor.rgb = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
|
||||
outColor.a = 1.0;
|
||||
return;
|
||||
|
||||
float3 finalColorWoEmissive = 0;
|
||||
|
||||
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
|
||||
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
|
||||
|
||||
finalColor = finalColorWoEmissive + emissive;
|
||||
|
||||
#ifdef _IS_TRANSCLIPPING_OFF
|
||||
|
||||
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
|
||||
|
||||
#elif _IS_TRANSCLIPPING_ON
|
||||
|
||||
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
|
||||
|
||||
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
|
||||
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
||||
#endif
|
||||
|
||||
#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
||||
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
||||
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
||||
#endif
|
||||
|
||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = 1;
|
||||
#ifdef UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = min(finalColor, outColor.rgb);
|
||||
#endif
|
||||
|
||||
#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
|
||||
outColor.rgb = min(context.shadowValue, outColor.rgb);
|
||||
#endif
|
||||
#endif // ifdef UTS_DEBUG_SHADOWMAP
|
||||
#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6499b7b5ccaae6944ae5fe89b016c50b
|
||||
guid: 16998e89414639d48a07506456d69e1d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
@@ -1,237 +0,0 @@
|
||||
#if SHADERPASS != SHADERPASS_FORWARD
|
||||
#error SHADERPASS_is_not_correctly_define
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
MotionVectorPositionZBias(output);
|
||||
|
||||
output.vpass.positionCS = input.vpass.positionCS;
|
||||
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
|
||||
#endif
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
out float4 outDiffuseLighting : SV_Target1,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : SV_Target1
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
{
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
|
||||
// It is init to the value of forceNoMotion (with 2.0)
|
||||
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
||||
#endif
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
|
||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
SurfaceData surfaceData;
|
||||
BuiltinData builtinData;
|
||||
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
||||
|
||||
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
||||
|
||||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
||||
|
||||
outColor = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
|
||||
|
||||
#ifdef DEBUG_DISPLAY
|
||||
// Init in debug display mode to quiet warning
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
outDiffuseLighting = 0;
|
||||
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
||||
#endif
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float4 _MainTex_var = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex));
|
||||
|
||||
surfaceData.baseColor = _MainTex_var.xyz;
|
||||
|
||||
|
||||
// Same code in ShaderPassForwardUnlit.shader
|
||||
// Reminder: _DebugViewMaterialArray[i]
|
||||
// i==0 -> the size used in the buffer
|
||||
// i>0 -> the index used (0 value means nothing)
|
||||
// The index stored in this buffer could either be
|
||||
// - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported)
|
||||
// - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty)
|
||||
bool viewMaterial = false;
|
||||
int bufferSize = int(_DebugViewMaterialArray[0]);
|
||||
if (bufferSize != 0)
|
||||
{
|
||||
bool needLinearToSRGB = false;
|
||||
float3 result = float3(1.0, 0.0, 1.0);
|
||||
|
||||
// Loop through the whole buffer
|
||||
// Works because GetSurfaceDataDebug will do nothing if the index is not a known one
|
||||
for (int index = 1; index <= bufferSize; index++)
|
||||
{
|
||||
int indexMaterialProperty = int(_DebugViewMaterialArray[index]);
|
||||
|
||||
// skip if not really in use
|
||||
if (indexMaterialProperty != 0)
|
||||
{
|
||||
viewMaterial = true;
|
||||
|
||||
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
|
||||
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
|
||||
GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB);
|
||||
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
|
||||
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
|
||||
}
|
||||
}
|
||||
|
||||
// TEMP!
|
||||
// For now, the final blit in the backbuffer performs an sRGB write
|
||||
// So in the meantime we apply the inverse transform to linear data to compensate.
|
||||
if (!needLinearToSRGB)
|
||||
result = SRGBToLinear(max(0, result));
|
||||
|
||||
outColor = float4(result, 1.0);
|
||||
}
|
||||
|
||||
if (!viewMaterial)
|
||||
{
|
||||
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
|
||||
{
|
||||
float3 result = float3(0.0, 0.0, 0.0);
|
||||
|
||||
GetPBRValidatorDebug(surfaceData, result);
|
||||
|
||||
outColor = float4(result, 1.0f);
|
||||
}
|
||||
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
|
||||
{
|
||||
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
|
||||
outColor = result;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
#ifdef _SURFACE_TYPE_TRANSPARENT
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
||||
#else
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
||||
#endif
|
||||
float3 diffuseLighting;
|
||||
float3 specularLighting;
|
||||
|
||||
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
|
||||
|
||||
diffuseLighting *= GetCurrentExposureMultiplier();
|
||||
specularLighting *= GetCurrentExposureMultiplier();
|
||||
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
|
||||
{
|
||||
outColor = float4(specularLighting, 1.0);
|
||||
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
outColor = float4(diffuseLighting + specularLighting, 1.0);
|
||||
outDiffuseLighting = 0;
|
||||
}
|
||||
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
||||
#else
|
||||
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
|
||||
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
|
||||
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
|
||||
// outMotionVec is already initialize at the value of forceNoMotion (see above)
|
||||
if (!forceNoMotion)
|
||||
{
|
||||
float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
|
||||
EncodeMotionVector(motionVec * 0.5, outMotionVec);
|
||||
outMotionVec.zw = 1.0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef DEBUG_DISPLAY
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b4f1c7876302e04a81e6bd06cb9dd39
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,242 +0,0 @@
|
||||
#ifndef UTS_ENV
|
||||
#define UTS_ENV
|
||||
|
||||
// _preIntegratedFGD and _CubemapLD are unique for each BRDF
|
||||
IndirectLighting EvaluateBSDF_Env(LightLoopContext lightLoopContext,
|
||||
float3 V, PositionInputs posInput,
|
||||
PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData,
|
||||
int influenceShapeType,
|
||||
inout float hierarchyWeight)
|
||||
{
|
||||
IndirectLighting lighting;
|
||||
ZERO_INITIALIZE(IndirectLighting, lighting);
|
||||
|
||||
float3 envLighting;
|
||||
float weight = 1.0;
|
||||
|
||||
float3 R = reflect(-V, bsdfData.normalWS);
|
||||
|
||||
EvaluateLight_EnvIntersection(posInput.positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
|
||||
|
||||
// 31 bit index, 1 bit cache type
|
||||
uint cacheType = IsEnvIndexCubemap(lightData.envIndex) ? ENVCACHETYPE_CUBEMAP : ENVCACHETYPE_TEXTURE2D;
|
||||
// Index start at 1, because -0 == 0, so we can't known which cache to sample for that index. Thus it is invalid.
|
||||
int index = abs(lightData.envIndex) - 1;
|
||||
|
||||
float lod = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections;
|
||||
float2 atlasCoords = GetReflectionAtlasCoordsCube(CUBE_SCALE_OFFSET[index], R, lod);
|
||||
|
||||
// No distance based roughness for simple lit
|
||||
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC);
|
||||
weight *= preLD.a; // Used by planar reflection to discard pixel
|
||||
|
||||
//envLighting = F_Schlick(bsdfData.fresnel0, dot(bsdfData.normalWS, V)) * preLD.rgb;
|
||||
envLighting = preLD.rgb;
|
||||
|
||||
UpdateLightingHierarchyWeights(hierarchyWeight, weight);
|
||||
envLighting *= weight * lightData.multiplier;
|
||||
|
||||
lighting.specularReflected = envLighting;
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
float4 ComputeReflection(LightLoopContext context, PositionInputs posInput, PreLightData preLightData, BuiltinData builtinData, float3 V, float lod, BSDFData bsdfData)
|
||||
{
|
||||
float3 refcolor = 0;
|
||||
float reflectionHierarchyWeight = 0.0; // Max: 1.0
|
||||
|
||||
uint envLightStart, envLightCount;
|
||||
|
||||
// Fetch first env light to provide the scene proxy for screen space computation
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
|
||||
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
envLightCount = _EnvLightCount;
|
||||
envLightStart = 0;
|
||||
#endif
|
||||
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint envStartFirstLane;
|
||||
fastPath = IsFastPath(envLightStart, envStartFirstLane);
|
||||
#endif
|
||||
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
|
||||
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
if (fastPath)
|
||||
{
|
||||
envLightStart = envStartFirstLane;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scalarized loop, same rationale of the punctual light version
|
||||
uint v_envLightListOffset = 0;
|
||||
uint v_envLightIdx = envLightStart;
|
||||
#if NEED_TO_CHECK_HELPER_LANE
|
||||
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
|
||||
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
|
||||
// sure it will not happen.
|
||||
bool isHelperLane = WaveIsHelperLane();
|
||||
while (!isHelperLane && v_envLightListOffset < envLightCount)
|
||||
#else
|
||||
while (v_envLightListOffset < envLightCount)
|
||||
#endif
|
||||
{
|
||||
v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
|
||||
#else
|
||||
uint s_envLightIdx = v_envLightIdx;
|
||||
#endif
|
||||
if (s_envLightIdx == -1)
|
||||
break;
|
||||
|
||||
EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx); // Scalar load.
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_envLightIdx value that is smaller than s_envLightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_envLightIdx >= v_envLightIdx)
|
||||
{
|
||||
v_envLightListOffset++;
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, reflectionHierarchyWeight);
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
float3 lightInReflDir = float3(-1, -1, -1);
|
||||
if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
|
||||
{
|
||||
float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
|
||||
lighting.specularReflected *= factor;
|
||||
}
|
||||
#endif
|
||||
refcolor += lighting.specularReflected;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return float4(refcolor.r, refcolor.g, refcolor.b, reflectionHierarchyWeight);
|
||||
}
|
||||
|
||||
float3 ComputeFresnelLerp(float3 c0, float3 c1, float cosA)
|
||||
{
|
||||
float t = pow(1 - cosA, 5);
|
||||
return lerp(c0, c1, t);
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectDiffuse(PositionInputs posInput, BSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 indirectDiffuse = 0.0;
|
||||
|
||||
if(_ID_Intensity > 0)
|
||||
{
|
||||
#ifdef _PBR_Mode_ANISO
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
|
||||
#endif
|
||||
|
||||
float NdotV = saturate(dot(bsdfData.normalWS, V));
|
||||
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
BuiltinData apvBuiltinData;
|
||||
ZERO_INITIALIZE(BuiltinData, apvBuiltinData);
|
||||
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), 0.0, 0.0, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
|
||||
#else
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), bsdfData.normalWS, -bsdfData.normalWS, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
|
||||
#endif
|
||||
|
||||
float3 probeDiffuse = apvBuiltinData.bakeDiffuseLighting * GetCurrentExposureMultiplier();
|
||||
|
||||
indirectDiffuse = probeDiffuse;
|
||||
#else
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
indirectDiffuse = EvaluateAmbientProbe(0.0) * GetCurrentExposureMultiplier();
|
||||
#else
|
||||
indirectDiffuse = EvaluateAmbientProbe(bsdfData.normalWS) * GetCurrentExposureMultiplier();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//SSGI
|
||||
if(_ReceivesSSGI == 1)
|
||||
{
|
||||
float4 ssgiLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS);
|
||||
ssgiLighting *= _GIMultiplier;
|
||||
indirectDiffuse = lerp(indirectDiffuse, ssgiLighting.rgb, ssgiLighting.a);
|
||||
}
|
||||
|
||||
//Compelete the indirect lighting
|
||||
indirectDiffuse = indirectDiffuse * bsdfData.diffuseColor.rgb * _BaseColor.rgb;
|
||||
|
||||
//SSAO
|
||||
if(_ReceivesSSAO == 1)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
indirectDiffuse *= lerp(_AOMin, 1, aoFactor.indirectAmbientOcclusion);
|
||||
}
|
||||
indirectDiffuse = indirectDiffuse * bsdfData.ambientOcclusion;
|
||||
}
|
||||
|
||||
return indirectDiffuse;
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectSpecular(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, SurfaceData surfaceData, BuiltinData builtinData, float3 V)
|
||||
{
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
return 0;
|
||||
#else
|
||||
float3 indirectSpecular = 0;
|
||||
|
||||
if(_IR_Intensity > 0)
|
||||
{
|
||||
#ifdef _PBR_Mode_ANISO
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
|
||||
#endif
|
||||
|
||||
float3 albedo = _BaseColor.rgb * surfaceData.baseColor;
|
||||
float mip = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
|
||||
float NdotV = saturate(dot(bsdfData.normalWS, V));
|
||||
|
||||
indirectSpecular = SampleSkyTexture(reflect(-V, bsdfData.normalWS), mip, 0).rgb;
|
||||
float3 specColor = lerp(ColorSpaceDielectricSpec.rgb, albedo, surfaceData.metallic);
|
||||
float oneMinusReflectivity = ColorSpaceDielectricSpec.a * (1 - surfaceData.metallic);
|
||||
float grazingTerm = saturate((1 - bsdfData.perceptualRoughness) + (1 - oneMinusReflectivity));
|
||||
|
||||
//Reflection Probe
|
||||
float4 refProbe = ComputeReflection(lightLoopContext, posInput, preLightData, builtinData, V, mip, bsdfData);
|
||||
indirectSpecular = lerp(indirectSpecular, refProbe.rgb, refProbe.a);
|
||||
|
||||
//SSR
|
||||
if(_ReceivesSSR == 1)
|
||||
{
|
||||
float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
|
||||
InversePreExposeSsrLighting(ssrLighting);
|
||||
ApplyScreenSpaceReflectionWeight(ssrLighting);
|
||||
indirectSpecular = lerp(indirectSpecular, ssrLighting.rgb, ssrLighting.a);
|
||||
}
|
||||
|
||||
//Compelete the indirect lighting
|
||||
indirectSpecular = indirectSpecular * ComputeFresnelLerp(specColor, grazingTerm, NdotV) * GetCurrentExposureMultiplier();
|
||||
|
||||
// Occlusion
|
||||
if(_ReceivesSSAO == 1)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
|
||||
indirectSpecular *= lerp(_AOMin, 1, aoFactor.indirectSpecularOcclusion);
|
||||
}
|
||||
indirectSpecular = indirectSpecular * bsdfData.specularOcclusion;
|
||||
}
|
||||
return indirectSpecular;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,275 +0,0 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
|
||||
#include "HDRPToonHead.hlsl"
|
||||
|
||||
// Channel mask enum.
|
||||
// this must be same to UI cs code
|
||||
// HDRPToonGUI._ChannelEnum
|
||||
int eBaseColor = 0;
|
||||
int eFirstShade = 1;
|
||||
int eSecondShade = 2;
|
||||
int eHighlight = 3;
|
||||
int eAngelRing = 4;
|
||||
int eRimLight = 5;
|
||||
int eOutline = 6;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// not in materials
|
||||
int _ToonLightHiCutFilter;
|
||||
int _ToonEvAdjustmentCurve;
|
||||
float _ToonEvAdjustmentValueArray[128];
|
||||
float _ToonEvAdjustmentValueMin;
|
||||
float _ToonEvAdjustmentValueMax;
|
||||
float _ToonEvAdjustmentCompensation;
|
||||
float _ToonIgnoreExposureMultiplier;
|
||||
|
||||
|
||||
// function to rotate the UV: RotateUV()
|
||||
//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
|
||||
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
|
||||
{
|
||||
float RotateUV_ang = _radian;
|
||||
float RotateUV_cos = cos(_time*RotateUV_ang);
|
||||
float RotateUV_sin = sin(_time*RotateUV_ang);
|
||||
return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
|
||||
}
|
||||
|
||||
float3 ConvertFromEV100(float3 EV100)
|
||||
{
|
||||
#if 1
|
||||
float3 value = pow(2, EV100) * 2.5f;
|
||||
return value;
|
||||
#else
|
||||
float3 maxLuminance = 1.2f * pow(2.0f, EV100);
|
||||
return 1.0f / maxLuminance;
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 ConvertToEV100(float3 value)
|
||||
{
|
||||
#if 1
|
||||
return log2(value*0.4f);
|
||||
#else
|
||||
return log2(1.0f / (1.2f * value));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
float WeightSample(PositionInputs positionInput)
|
||||
{
|
||||
// Center-weighted
|
||||
const float2 kCenter = _ScreenParams.xy * 0.5;
|
||||
const float weight = pow(length((kCenter.xy - positionInput.positionSS.xy) / _ScreenParams.xy),1.0) ;
|
||||
return 1.0 - saturate(weight);
|
||||
}
|
||||
|
||||
float3 ApplyCompensation(float3 originalColor)
|
||||
{
|
||||
float3 ev100_Color = ConvertToEV100(originalColor) +_ToonEvAdjustmentCompensation * 0.5f;
|
||||
|
||||
|
||||
float3 resultColor = max(0, ConvertFromEV100(ev100_Color));
|
||||
return resultColor;
|
||||
}
|
||||
|
||||
float3 ApplyCurrentExposureMultiplier(float3 color)
|
||||
{
|
||||
return color * lerp(GetCurrentExposureMultiplier(), 1, _ToonIgnoreExposureMultiplier);
|
||||
}
|
||||
|
||||
|
||||
float3 GetExposureAdjustedColor(float3 originalColor)
|
||||
{
|
||||
if (_ToonEvAdjustmentCurve != 0)
|
||||
{
|
||||
|
||||
float3 ev100_Color = ConvertToEV100(originalColor);
|
||||
ev100_Color = clamp(ev100_Color, _ToonEvAdjustmentValueMin, _ToonEvAdjustmentValueMax);
|
||||
float3 ev100_remap = (ev100_Color - _ToonEvAdjustmentValueMin) * (128-1) / (_ToonEvAdjustmentValueMax - _ToonEvAdjustmentValueMin);
|
||||
ev100_remap = clamp(ev100_remap, 0.0, 127.0);
|
||||
int3 ev100_idx = (int3)ev100_remap;
|
||||
float3 ev100_lerp = ev100_remap - ev100_idx;
|
||||
float3 ev100_remapped;
|
||||
|
||||
ev100_remapped.r = _ToonEvAdjustmentValueArray[ev100_idx.r] +(_ToonEvAdjustmentValueArray[ev100_idx.r + 1] - _ToonEvAdjustmentValueArray[ev100_idx.r]) * ev100_lerp.r;
|
||||
ev100_remapped.g = _ToonEvAdjustmentValueArray[ev100_idx.g] +(_ToonEvAdjustmentValueArray[ev100_idx.g + 1] - _ToonEvAdjustmentValueArray[ev100_idx.g]) * ev100_lerp.g;
|
||||
ev100_remapped.b = _ToonEvAdjustmentValueArray[ev100_idx.b] +(_ToonEvAdjustmentValueArray[ev100_idx.b + 1] - _ToonEvAdjustmentValueArray[ev100_idx.b]) * ev100_lerp.b;
|
||||
|
||||
|
||||
float3 resultColor = ConvertFromEV100(ev100_remapped);
|
||||
|
||||
|
||||
return resultColor;
|
||||
}
|
||||
else // else is neccessary to avoid warrnings.
|
||||
{
|
||||
return originalColor;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float GetLightAttenuation(float3 lightColor)
|
||||
{
|
||||
float lightAttenuation = rateR *lightColor.r + rateG *lightColor.g + rateB *lightColor.b;
|
||||
return lightAttenuation;
|
||||
}
|
||||
|
||||
|
||||
int GetNextDirectionalLightIndex(BuiltinData builtinData, int currentIndex, int mainLightIndex)
|
||||
{
|
||||
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < (int)_DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
if (mainLightIndex != i)
|
||||
{
|
||||
if (currentIndex < i)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return -1; // not found
|
||||
}
|
||||
|
||||
int GetUtsMainLightIndex(BuiltinData builtinData)
|
||||
{
|
||||
int mainLightIndex = -1;
|
||||
float3 lightColor = float3(0.0f, 0.0f, 0.0f);
|
||||
float lightAttenuation = 0.0f;
|
||||
uint i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < _DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float3 currentLightColor = _DirectionalLightDatas[i].color;
|
||||
float currentLightAttenuation = GetLightAttenuation(currentLightColor);
|
||||
|
||||
if (mainLightIndex == -1 || (currentLightAttenuation > lightAttenuation))
|
||||
{
|
||||
mainLightIndex = i;
|
||||
lightAttenuation = currentLightAttenuation;
|
||||
|
||||
lightColor = currentLightColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return mainLightIndex;
|
||||
}
|
||||
|
||||
// UTSLightData GetUTSMainPunctualLightData(BuiltinData builtinData, PositionInputs posInput)
|
||||
// {
|
||||
// UTSLightData mainPunctualLight;
|
||||
|
||||
// uint lightCount, lightStart;
|
||||
|
||||
// #ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
|
||||
// #else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// lightCount = _PunctualLightCount;
|
||||
// lightStart = 0;
|
||||
// #endif
|
||||
// bool fastPath = false;
|
||||
// #if SCALARIZE_LIGHT_LOOP
|
||||
// uint lightStartLane0;
|
||||
// fastPath = IsFastPath(lightStart, lightStartLane0);
|
||||
|
||||
// if (fastPath)
|
||||
// {
|
||||
// lightStart = lightStartLane0;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
// uint v_lightListOffset = 0;
|
||||
// uint v_lightIdx = lightStart;
|
||||
// float channelAlpha = 0.0f;
|
||||
// [loop] // vulkan shader compiler can not unroll.
|
||||
// while (v_lightListOffset < lightCount)
|
||||
// {
|
||||
// v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
|
||||
// #if SCALARIZE_LIGHT_LOOP
|
||||
// uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
|
||||
// #else
|
||||
// uint s_lightIdx = v_lightIdx;
|
||||
// #endif
|
||||
// if (s_lightIdx == -1)
|
||||
// break;
|
||||
|
||||
// LightData s_lightData = FetchLight(s_lightIdx);
|
||||
|
||||
// // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
|
||||
// // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
// if (s_lightIdx >= v_lightIdx)
|
||||
// {
|
||||
// v_lightListOffset++;
|
||||
// if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
||||
// {
|
||||
// float3 lightDirection;
|
||||
// float4 distances; // {d, d^2, 1/d, d_proj}
|
||||
// GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
|
||||
// float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
|
||||
// float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb) * lightColor.a;
|
||||
// const float notDirectional = 1.0f;
|
||||
|
||||
// UTSLightData utsLightData;
|
||||
// utsLightData.lightColor = additionalLightColor;
|
||||
// utsLightData.lightDirection = lightDirection;
|
||||
// utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
|
||||
// utsLightData.specularDimmer = s_lightData.specularDimmer;
|
||||
// utsLightData.shadowTint = s_lightData.shadowTint;
|
||||
// utsLightData.penumbraTint = s_lightData.penumbraTint;
|
||||
|
||||
// if(length(additionalLightColor) >= length(mainPunctualLight.lightColor))
|
||||
// {
|
||||
// mainPunctualLight = utsLightData;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// return mainPunctualLight;
|
||||
// }
|
||||
|
||||
// Todo: calculate the acutal main lighboth dorectional and punctual)t based on the light attenuation, rather than using the main directional light
|
||||
UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPunctualLight)
|
||||
{
|
||||
UTSLightData utsLightData;
|
||||
int mainLightIndex;
|
||||
|
||||
mainLightIndex = GetUtsMainLightIndex(builtinData);
|
||||
|
||||
if (mainLightIndex == -1 || length(_DirectionalLightDatas[mainLightIndex].color) < length(mainPunctualLight.lightColor))
|
||||
{
|
||||
utsLightData = mainPunctualLight;
|
||||
}
|
||||
else
|
||||
{
|
||||
utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
|
||||
utsLightData.lightDirection = -_DirectionalLightDatas[mainLightIndex].forward;
|
||||
utsLightData.diffuseDimmer = _DirectionalLightDatas[mainLightIndex].diffuseDimmer;
|
||||
utsLightData.specularDimmer = _DirectionalLightDatas[mainLightIndex].specularDimmer;
|
||||
utsLightData.shadowTint = _DirectionalLightDatas[mainLightIndex].shadowTint;
|
||||
utsLightData.penumbraTint = _DirectionalLightDatas[mainLightIndex].penumbraTint;
|
||||
}
|
||||
|
||||
return utsLightData;
|
||||
}
|
||||
|
||||
# include "ShadingOtherLight.hlsl"
|
||||
# include "UtsSelfShadowMainLight.hlsl"
|
||||
# include "ShadingMainLight.hlsl"
|
||||
Reference in New Issue
Block a user