Added hair blending support.

This commit is contained in:
2025-05-06 23:39:49 +09:00
parent 10331b93ff
commit 961db806e9
12 changed files with 161 additions and 115 deletions

View File

@@ -21,15 +21,12 @@ namespace Misaki.HdrpToon
private const string _TOON_LIGHT_FILTER_PROP_NAME = "_ToonLightHiCutFilter";
private const string _IGNORE_VOLUME_EXPOSURE_PROP_NAME = "_ToonIgnoreExposureMultiplier";
private const string _HAIR_SHADOW_RTHANDLE_SCALE_PROP_NAME = "_HairShadowRTHandleScale";
private const string _HAIR_SHADOW_DISTANCE_PROP_NAME = "_HairShadowDistance";
private const string _HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME = "_HairShadowDistanceScaleFactor";
private const string _HAIR_SHADOW_DEPTH_BIAS_PROP_NAME = "_HairShadowDepthBias";
private const string _HAIR_SHADOW_FADEIN_PROP_NAME = "_HairShadowFadeInDistance";
private const string _HAIR_SHADOW_FADE_OUT_PROP_NAME = "_HairShadowFadeOutDistance";
private const string _HAIR_BLENDING_RTHANDLE_SCALE_PROP_NAME = "_HairBlendingRTHandleScale";
private const string _HAIR_SHADOW_RT_PROP_NAME = "_HairShadowTex";
private const string _HAIR_BLENDING_PROP_NAME = "_HairBlendingTex";
@@ -43,7 +40,9 @@ namespace Misaki.HdrpToon
private RTHandle _hairShadowRTHandle;
private bool _needReallocateHairShadow;
// TODO: Possible to avoid another RTHandle for depth?
private RTHandle _hairBlendingRTHandle;
private RTHandle _hairBlendingDepthRTHandle;
private bool _needReallocateHairBlending;
private bool _enableHairShadow;
@@ -142,15 +141,16 @@ namespace Misaki.HdrpToon
}
#endif
var scale = _hairShadowQuality switch
// Use R8 or R16 directly?
var format = _hairShadowQuality switch
{
BufferQuality.Low => new Vector2(0.5f, 0.5f),
BufferQuality.High => Vector2.one,
_ => Vector2.zero
BufferQuality.Low => GraphicsFormat.D16_UNorm,
BufferQuality.High => GraphicsFormat.D32_SFloat,
_ => GraphicsFormat.R16G16B16A16_SFloat
};
_hairShadowRTHandle?.Release();
_hairShadowRTHandle = RTHandles.Alloc(scale, useDynamicScale: true, format: GraphicsFormat.D16_UNorm, isShadowMap: true, name: _HAIR_SHADOW_RT_PROP_NAME);
_hairShadowRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, format: format, isShadowMap: true, name: _HAIR_SHADOW_RT_PROP_NAME);
Shader.SetGlobalTexture(_HAIR_SHADOW_RT_PROP_NAME, _hairShadowRTHandle);
_needReallocateHairShadow = false;
@@ -179,6 +179,13 @@ namespace Misaki.HdrpToon
_hairBlendingRTHandle?.Release();
_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: format, name: _HAIR_BLENDING_PROP_NAME);
if (_hairBlendingDepthRTHandle == null || _hairBlendingDepthRTHandle.rt == null || !_hairBlendingDepthRTHandle.rt.IsCreated())
{
_hairBlendingDepthRTHandle?.Release();
_hairBlendingDepthRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.D16_UNorm, name: _HAIR_BLENDING_PROP_NAME + "_depth");
}
Shader.SetGlobalTexture(_HAIR_BLENDING_PROP_NAME, _hairBlendingRTHandle);
_needReallocateHairBlending = false;
@@ -274,7 +281,6 @@ namespace Misaki.HdrpToon
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
Shader.SetGlobalVector(_HAIR_SHADOW_RTHANDLE_SCALE_PROP_NAME, _hairShadowRTHandle.rtHandleProperties.rtHandleScale);
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_PROP_NAME, utsRenderer.shadowDistance.value);
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME, utsRenderer.shadowDistanceScale.value);
Shader.SetGlobalFloat(_HAIR_SHADOW_DEPTH_BIAS_PROP_NAME, utsRenderer.shadowDepthBias.value);
@@ -298,7 +304,7 @@ namespace Misaki.HdrpToon
using (new ProfilingScope(ctx.cmd, _hairBlendingProfilingSampler))
{
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, ctx.cameraDepthBuffer, ClearFlag.Color);
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, _hairBlendingDepthRTHandle, ClearFlag.Color | ClearFlag.Depth);
var result = new RendererListDesc(UtsShaderPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
@@ -308,7 +314,6 @@ namespace Misaki.HdrpToon
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
Shader.SetGlobalVector(_HAIR_BLENDING_RTHANDLE_SCALE_PROP_NAME, _hairBlendingRTHandle.rtHandleProperties.rtHandleScale);
}
}
@@ -328,4 +333,4 @@ namespace Misaki.HdrpToon
_hairBlendingRTHandle?.Release();
}
}
}
}