Added hair blending support.
This commit is contained in:
@@ -26,6 +26,16 @@ namespace Misaki.HdrpToon.Editor
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return (PBRMode)material.GetInteger(SurfaceOptions.PBR_MODE);
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}
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public static MaterialType GetMaterialType(this Material material)
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{
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if (!material.HasProperty(SurfaceOptions.MATERIAL_TYPE))
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{
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return MaterialType.Standard;
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}
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return (MaterialType)material.GetInteger(SurfaceOptions.MATERIAL_TYPE);
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}
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public static bool HasFeature(this Material material, SurfaceFeature feature)
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{
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if (!material.HasProperty(SurfaceOptions.SURFACE_FEATURE))
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@@ -36,5 +46,10 @@ namespace Misaki.HdrpToon.Editor
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var value = (SurfaceFeature)material.GetInteger(SurfaceOptions.SURFACE_FEATURE);
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return (value & feature) != 0;
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}
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public static bool IsHairBlendingTarget(this Material material)
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{
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return material.GetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME);
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}
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}
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}
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@@ -34,6 +34,8 @@ namespace Misaki.HdrpToon.Editor
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public static MaterialProperty sdfShadowLevel;
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public static MaterialProperty sdfSmoothLevel;
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public static MaterialProperty sdfHighlightStrength;
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public static MaterialProperty hairBlendingFactor;
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}
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private static class Styles
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@@ -59,6 +61,8 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent shadingRampMaskMapText = new("Shading Ramp Mask Map", "A texture that contains the mask for the shading ramp map.");
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public static readonly GUIContent sdfHighlightStrengthText = new("SDF Highlight Strength", "Control the strength of the highlight in the SDF shading map.");
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public static readonly GUIContent hairBlendingFactorText = new("Hair Blending Factor", "The blending factor for hair shading.");
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.ShadingColor;
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@@ -108,6 +112,8 @@ namespace Misaki.HdrpToon.Editor
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Properties.sdfShadowLevel = FindProperty("_SDFShadowLevel");
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Properties.sdfSmoothLevel = FindProperty("_SDFShadowSmoothLevel");
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Properties.sdfHighlightStrength = FindProperty("_SDFHighlightStrength");
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Properties.hairBlendingFactor = FindProperty("_HairBlendingFactor");
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}
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protected override void DrawContent()
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@@ -144,6 +150,12 @@ namespace Misaki.HdrpToon.Editor
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editor.ShaderProperty(Properties.sdfHighlightStrength, Styles.sdfHighlightStrengthText);
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}
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if (materials.All(material => material.GetMaterialType() == MaterialType.FrontHair))
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{
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EditorGUILayout.Space();
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editor.ShaderProperty(Properties.hairBlendingFactor, Styles.hairBlendingFactorText);
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}
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EditorGUILayout.Space();
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editor.TextureScaleOffsetProperty(Properties.baseColorMap);
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}
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@@ -12,28 +12,30 @@ namespace Misaki.HdrpToon.Editor
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{
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private static class Properties
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{
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public static MaterialProperty NormalMap;
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public static MaterialProperty NormalMapScale;
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public static MaterialProperty normalMap;
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public static MaterialProperty normalMapScale;
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public static MaterialProperty MaskMap;
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public static MaterialProperty Metallic;
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public static MaterialProperty MetallicRemapMin;
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public static MaterialProperty MetallicRemapMax;
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public static MaterialProperty AORemapMin;
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public static MaterialProperty AORemapMax;
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public static MaterialProperty Smoothness;
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public static MaterialProperty SmoothnessRemapMin;
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public static MaterialProperty SmoothnessRemapMax;
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public static MaterialProperty maskMap;
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public static MaterialProperty metallic;
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public static MaterialProperty metallicRemapMin;
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public static MaterialProperty metallicRemapMax;
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public static MaterialProperty aoRemapMin;
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public static MaterialProperty aoRemapMax;
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public static MaterialProperty smoothness;
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public static MaterialProperty smoothnessRemapMin;
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public static MaterialProperty smoothnessRemapMax;
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public static MaterialProperty AnisotropyMap;
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public static MaterialProperty Anisotropy;
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public static MaterialProperty KKColor;
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public static MaterialProperty BSDFContribution;
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public static MaterialProperty anisotropyMap;
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public static MaterialProperty anisotropy;
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public static MaterialProperty kkColor;
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public static MaterialProperty bsdfContribution;
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public static MaterialProperty SpecularColorMap;
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public static MaterialProperty SpecularColor;
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public static MaterialProperty SpecularFeather;
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public static MaterialProperty SpecularStep;
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public static MaterialProperty specularColorMap;
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public static MaterialProperty specularColor;
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public static MaterialProperty specularFeather;
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public static MaterialProperty specularStep;
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public static MaterialProperty hairBlendingMap;
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public static MaterialProperty emissiveColorLDR;
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public static MaterialProperty emissiveColorMap;
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@@ -45,21 +47,23 @@ namespace Misaki.HdrpToon.Editor
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private static class Styles
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{
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public static readonly GUIContent NormalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
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public static readonly GUIContent MaskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent MetallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent MetallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent AORemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent SmoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent SmoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent normalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
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public static readonly GUIContent maskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent metallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent metallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent aoRemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent smoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent smoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent AnisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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public static readonly GUIContent anisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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public static readonly GUIContent KKColorText = new("KK specular Color", "Specifies the color of KK specular.");
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public static readonly GUIContent BSDFContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
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public static readonly GUIContent kkColorText = new("KK specular Color", "Specifies the color of KK specular.");
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public static readonly GUIContent bsdfContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
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public static readonly GUIContent SpecularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent SpecRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent specularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent specRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent hairBlenderMapText = new("Hair Blending Map", "Specifies the hair blending map of the material.");
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public static readonly GUIContent emissiveColorText = new("Emissive Color", "The color and color map to set for emissive effect.");
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public static readonly GUIContent albedoAffectEmissiveText = new("Albedo Affect Emissive", "Enable to affect emissive color with base color");
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@@ -73,28 +77,30 @@ namespace Misaki.HdrpToon.Editor
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public override void LoadMaterialProperties()
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{
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Properties.NormalMap = FindProperty("_NormalMap");
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Properties.NormalMapScale = FindProperty("_NormalScale");
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Properties.normalMap = FindProperty("_NormalMap");
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Properties.normalMapScale = FindProperty("_NormalScale");
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Properties.MaskMap = FindProperty("_MaskMap");
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Properties.Metallic = FindProperty("_Metallic");
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Properties.MetallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.MetallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.AORemapMin = FindProperty("_AORemapMin");
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Properties.AORemapMax = FindProperty("_AORemapMax");
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Properties.SmoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.SmoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.Smoothness = FindProperty("_Smoothness");
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Properties.maskMap = FindProperty("_MaskMap");
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Properties.metallic = FindProperty("_Metallic");
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Properties.metallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.metallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.aoRemapMin = FindProperty("_AORemapMin");
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Properties.aoRemapMax = FindProperty("_AORemapMax");
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Properties.smoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.smoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.smoothness = FindProperty("_Smoothness");
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Properties.AnisotropyMap = FindProperty("_AnisotropyMap");
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Properties.Anisotropy = FindProperty("_Anisotropy");
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Properties.KKColor = FindProperty("_KKColor");
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Properties.BSDFContribution = FindProperty("_BSDFContribution");
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Properties.anisotropyMap = FindProperty("_AnisotropyMap");
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Properties.anisotropy = FindProperty("_Anisotropy");
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Properties.kkColor = FindProperty("_KKColor");
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Properties.bsdfContribution = FindProperty("_BSDFContribution");
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Properties.SpecularColorMap = FindProperty("_SpecularColorMap");
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Properties.SpecularColor = FindProperty("_SpecularColor");
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Properties.SpecularFeather = FindProperty("_ToonSpecularFeather");
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Properties.SpecularStep = FindProperty("_ToonSpecularStep");
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Properties.specularColorMap = FindProperty("_SpecularColorMap");
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Properties.specularColor = FindProperty("_SpecularColor");
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Properties.specularFeather = FindProperty("_ToonSpecularFeather");
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Properties.specularStep = FindProperty("_ToonSpecularStep");
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Properties.hairBlendingMap = FindProperty("_HairBlendingMap");
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Properties.emissiveColorLDR = FindProperty(EMISSIVE_COLOR_LDR);
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Properties.emissiveColorMap = FindProperty(EMISSIVE_COLOR_MAP);
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@@ -106,46 +112,51 @@ namespace Misaki.HdrpToon.Editor
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protected override void DrawContent()
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{
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editor.KeywordTexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
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editor.KeywordTexturePropertySingleLine(Styles.normalMapText, Properties.normalMap, Properties.normalMapScale);
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if (materials.All(mat => mat.GetPBRMode() != PBRMode.Off))
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{
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if (editor.KeywordTexturePropertySingleLine(Styles.MaskMapText, Properties.MaskMap))
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if (editor.KeywordTexturePropertySingleLine(Styles.maskMapText, Properties.maskMap))
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{
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editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
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editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
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editor.MinMaxShaderProperty(Properties.SmoothnessRemapMin, Properties.SmoothnessRemapMax, 0, 1, Styles.SmoothnessRemapText);
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editor.MinMaxShaderProperty(Properties.metallicRemapMin, Properties.metallicRemapMax, 0, 1, Styles.metallicRemap);
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editor.MinMaxShaderProperty(Properties.aoRemapMin, Properties.aoRemapMax, 0, 1, Styles.aoRemap);
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editor.MinMaxShaderProperty(Properties.smoothnessRemapMin, Properties.smoothnessRemapMax, 0, 1, Styles.smoothnessRemapText);
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}
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else
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{
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if (materials.All(mat => mat.GetPBRMode() != PBRMode.KKHair))
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{
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editor.ShaderProperty(Properties.Metallic, Styles.MetallicText);
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editor.ShaderProperty(Properties.metallic, Styles.metallicText);
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}
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editor.ShaderProperty(Properties.Smoothness, Styles.SmoothnessText);
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editor.ShaderProperty(Properties.smoothness, Styles.smoothnessText);
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}
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}
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if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
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{
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EditorGUILayout.Space();
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editor.KeywordTexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap, Properties.Anisotropy);
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editor.KeywordTexturePropertySingleLine(Styles.anisotropyMapText, Properties.anisotropyMap, Properties.anisotropy);
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if (materials.All(mat => mat.GetPBRMode() == PBRMode.KKHair))
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{
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editor.ShaderProperty(Properties.KKColor, Styles.KKColorText);
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editor.ShaderProperty(Properties.BSDFContribution, Styles.BSDFContributionText);
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editor.ShaderProperty(Properties.kkColor, Styles.kkColorText);
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editor.ShaderProperty(Properties.bsdfContribution, Styles.bsdfContributionText);
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Anisotropy Map only ST");
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editor.TextureScaleOffsetProperty(Properties.AnisotropyMap);
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editor.TextureScaleOffsetProperty(Properties.anisotropyMap);
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}
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else if (materials.All(mat => mat.GetPBRMode() == PBRMode.Toon))
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{
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EditorGUILayout.Space();
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editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
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editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
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editor.KeywordTexturePropertySingleLine(Styles.specularColorMapText, Properties.specularColorMap, Properties.specularColor);
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editor.MinMaxShaderProperty(Properties.specularFeather, Properties.specularStep, 0, 1, Styles.specRemap);
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}
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if (materials.All(mat => mat.IsHairBlendingTarget()))
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{
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editor.TexturePropertySingleLine(Styles.hairBlenderMapText, Properties.hairBlendingMap);
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}
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EditorGUILayout.Space();
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@@ -90,7 +90,7 @@ namespace Misaki.HdrpToon.Editor
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{
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foreach (var material in materials)
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{
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material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, Properties.hairBlendingTarget.floatValue == 1.0f);
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material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, Properties.hairBlendingTarget.GetBooleanValue());
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}
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}
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@@ -7,6 +7,7 @@ namespace Misaki.HdrpToon
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public const string SHADING_MODE = "_Shading_Mode";
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public const string PBR_MODE = "_PBR_Mode";
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public const string SURFACE_FEATURE = "_SurfaceFeatures";
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public const string MATERIAL_TYPE = "_Material_Type";
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}
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public static class SurfaceInputs
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@@ -119,6 +119,8 @@ Shader "HDRP/Toon"
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_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
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_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
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_HairBlendingFactor("HairBlendingFactor", Range(0.0, 1.0)) = 0.5
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// Shadow
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[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
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[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Integer) = 0
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@@ -44,9 +44,10 @@ float GetHairShadow(PositionInputs posInput, float3 L)
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float cameraDirFactor = 1 - smoothstep(0.1, 0.9, cameraDirOS.y);
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shadowLength.y *= cameraDirFactor;
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// TODO: sample point is still shifting when fov change.
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float2 samplingPoint = (posInput.positionSS + 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.
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float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale.xy; // 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.
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float2 scaledUVs = samplingPoint * _RTHandleScale.xy; // 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.
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float hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + _HairShadowDepthBias)).r;
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shadow = lerp(1.0 - hairShadowOpacity, 1.0, hairShadow);
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}
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@@ -62,11 +62,11 @@ float _ToonIgnoreExposureMultiplier;
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float _Outline_MaxWidth;
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float4 _HairShadowRTHandleScale;
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float4 _HairBlendingRTHandleScale;
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float _HairShadowDistance;
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float _HairShadowDistanceScaleFactor;
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float _HairShadowDepthBias;
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float _HairShadowFadeInDistance;
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float _HairShadowFadeOutDistance;
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// float2 _HairShadowRTHandleScale;
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// float2 _HairBlendingRTHandleScale;
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@@ -63,7 +63,7 @@ void Frag(PackedVaryingsToPS packedInput,
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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@@ -73,7 +73,6 @@ void Frag(PackedVaryingsToPS packedInput,
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// The following temporary definition of unity_AmbientEquator is for HDRP only.
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//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
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//v.2.0.9
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//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
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float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
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float3 envLightSource_SkyboxIntensity = max(
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@@ -83,8 +82,8 @@ void Frag(PackedVaryingsToPS packedInput,
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float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
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ambientSkyColor *= GetCurrentExposureMultiplier();
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float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
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float4 blendingTex = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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outColor = float4(blendingTex.rgb + ambientSkyColor, blendingTex.a);
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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@@ -165,9 +165,9 @@ void Frag(PackedVaryingsToPS packedInput,
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outColor = float4(finalColor, 1.0);
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#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
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float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
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float4 hairBlendingMap = LOAD_TEXTURE2D_X(_HairBlendingTex, screenUV);
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outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
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float2 screenUV = posInput.positionSS; // * _HairBlendingRTHandleScale.xy; // Why we don't need to scale? Does unity handle it internally?
|
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float4 hairBlendingTex = LOAD_TEXTURE2D_X(_HairBlendingTex, screenUV);
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingTex.rgb, hairBlendingTex.a * _HairBlendingFactor);
|
||||
#endif
|
||||
|
||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user