Code Cleanup;

This commit is contained in:
Misaki
2025-01-23 23:56:32 +09:00
parent e6b58cb321
commit 6a8095d7e0
69 changed files with 2466 additions and 3533 deletions

View File

@@ -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"
}