Added new stocking scope to shader gui;

Added new stocking surface feature;
Added unity 6.3 support;

Fixed the issue that ssr weight does not blend ibl and ssr properly;
Fixed the issue that material recive ssr regardless of specular ambient mode;
This commit is contained in:
2025-08-17 13:10:38 +09:00
parent aeb4da48eb
commit 973f617590
27 changed files with 196 additions and 142 deletions

View File

@@ -55,50 +55,35 @@ float Random(float2 uv)
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
}
float unity_noise_interpolate (float a, float b, float t)
inline float2 voronoi_noise_random_vector (float2 UV, float offset)
{
return (1.0-t)*a + (t*b);
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
UV = frac(sin(mul(UV, m)) * 46839.32);
return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
}
float ValueNoise (float2 uv)
float Voronoi(float2 UV, float AngleOffset, float CellDensity)
{
float2 i = floor(uv);
float2 f = frac(uv);
f = f * f * (3.0 - 2.0 * f);
float2 g = floor(UV * CellDensity);
float2 f = frac(UV * CellDensity);
float t = 8.0;
float res = 8.0;
uv = abs(frac(uv) - 0.5);
float2 c0 = i + float2(0.0, 0.0);
float2 c1 = i + float2(1.0, 0.0);
float2 c2 = i + float2(0.0, 1.0);
float2 c3 = i + float2(1.0, 1.0);
float r0 = Random(c0);
float r1 = Random(c1);
float r2 = Random(c2);
float r3 = Random(c3);
for(int y=-1; y<=1; y++)
{
for(int x=-1; x<=1; x++)
{
float2 lattice = float2(x,y);
float2 offset = voronoi_noise_random_vector(lattice + g, AngleOffset);
float d = distance(lattice + offset, f);
if(d < res)
{
res = d;
}
}
}
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
return t;
}
float SimpleNoise(float2 UV, float Scale)
{
float t = 0.0;
float freq = pow(2.0, float(0));
float amp = pow(0.5, float(3-0));
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
return t;
return res;
}
float Dither(float In, float4 positionSS)

View File

@@ -1,20 +1,23 @@
#ifndef UTS_SURFACE_FEATURE_EVALUATION
#define UTS_SURFACE_FEATURE_EVALUATION
void UtsEvaluateLighting_Stocking(FragInputs input, PositionInputs posInput, float3 normalWS, float3 V, inout AggregateLighting aggregateLighting)
void UtsEvaluateLighting_Stocking(FragInputs input, PositionInputs posInput, PreLightData preLightData, float3 N, float3 V, inout AggregateLighting aggregateLighting)
{
float NdotV = saturate(dot(normalize(V), normalWS));
float fresnel = pow(preLightData.NdotV, _StockingFresnelWidth);
NdotV = pow(NdotV, 2.0);
#if _STOCKING_SPARKING_MAP
float viewAngleFactor = saturate(1.0 - preLightData.NdotV);
float2 shiftedNDC = posInput.positionNDC.xy + viewAngleFactor * 0.05;
float spacing = (1.0 - posInput.linearDepth) * _StockingSparkleSpacing;
// TODO: Move sparkle to bsdf evaluation?
// float sparkle = Random(posInput.positionNDC.xy);
// sparkle = step(0.995, sparkle);
// float noise = SimpleNoise(posInput.positionNDC.xy, 500.0);
// sparkle = noise < sparkle ? 1.0 : 0.0;
// NOTE: Should we use sparkle texture instead of Voronoi?
float screenSparkle = smoothstep(1.0 - (0.5 * _StockingSparkleAmount), 1, 1.0 - Voronoi(shiftedNDC * _ScreenParams.xy / spacing, 5, 5.0));
float objectSparkle = smoothstep(1.0 - (0.5 * _StockingSparkleSize), 1, 1.0 - Voronoi(input.texCoord0, 5, 100.0));
float sparkle = objectSparkle * screenSparkle * _StockingSparkleIntensity * 5;
aggregateLighting.direct.specular += sparkle * aggregateLighting.direct.specular;
#endif
aggregateLighting.direct.diffuse *= NdotV;
// aggregateLighting.direct.specular = saturate(aggregateLighting.direct.specular + sparkle * (1.0 - NdotV) * 0.5);
aggregateLighting.direct.diffuse *= fresnel;
}
DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData

View File

@@ -112,7 +112,7 @@ IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
// Apply the weight on the ssr contribution (if required)
ApplyScreenSpaceReflectionWeight(ssrLighting);
reflectionHierarchyWeight = ssrLighting.a;
reflectionHierarchyWeight = ssrLighting.a * _SSRWeight;
lighting.specularReflected = lerp(lighting.specularReflected, ssrLighting.rgb * preLightData.specularFGD, _SSRWeight);
}

View File

@@ -196,7 +196,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
// 3. Sky Reflection
// Apply SSR.
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR)) && defined(_INDIRECT_SPECULAR_MODE_IBL)
{
IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
@@ -327,9 +327,10 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
#endif
}
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
{
UtsEvaluateLighting_Stocking(fragInputs, posInput, bsdfData.normalWS, V, aggregateLighting);
DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
AccumulateDirectLighting(lighting, aggregateLighting);
}
#ifndef _LIGHT_BASE_RIM_LIGHT_ON
@@ -340,10 +341,9 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
}
#endif
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
{
DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
AccumulateDirectLighting(lighting, aggregateLighting);
UtsEvaluateLighting_Stocking(fragInputs, posInput, preLightData, bsdfData.normalWS, V, aggregateLighting);
}
UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);

View File

@@ -117,10 +117,9 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0)
{
//SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
SHADOW_TYPE sharpShadow = shadow;
SHADOW_TYPE sharpShadow = smoothstep(0.3, 0.7, shadow);
#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
sharpShadow *= GetHairShadow(posInput, L);
sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
#endif
#if _SHADING_MODE_SDF
@@ -133,6 +132,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
float3 diffuseTerm = 0.0;
float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
float NdotL = dot(bsdfData.normalWS, L);
#if _USE_SHADING_RAMP_MAP_ON
float rampMask = _ShadingRampMask;
@@ -141,7 +142,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
#endif
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
@@ -156,7 +156,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
#endif
#else
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
// float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));

View File

@@ -12,7 +12,6 @@ float3 UtsGetShadowNormal(UtsBSDFData bsdfData)
float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
{
// TODO: Move sdf sample result to UtsBSDFData to avoid sampleing in a loop
float2 right_uv = float2(1 - uv.x, uv.y);
float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, uv).rgb;
float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, right_uv).rgb;
@@ -27,7 +26,7 @@ float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
return isRightSide ? right_SDFTex : left_SDFTex;
}
float GetHairShadow(PositionInputs posInput, float3 L)
float GetHairShadow(PositionInputs posInput, float3 L, float N)
{
float shadow = 1.0;
@@ -37,16 +36,21 @@ float GetHairShadow(PositionInputs posInput, float3 L)
if (hairShadowOpacity > 0.0)
{
float3 viewLightDir = TransformWorldToViewDir(L);
float3 viewOffsetPos = TransformWorldToView(posInput.positionWS) + viewLightDir * _HairShadowDistance * 0.01;
float distance = _HairShadowDistance + max(0.0, posInput.linearDepth * _HairShadowDistanceScaleFactor);
float3 viewOffsetPos = TransformWorldToView(posInput.positionWS) + viewLightDir * distance * 0.01;
float4 clipPos = mul(UNITY_MATRIX_P, float4(viewOffsetPos, 1.0));
float2 samplingPointSS = clipPos.xy / clipPos.w;
samplingPointSS = samplingPointSS * 0.5 + 0.5;
#if UNITY_UV_STARTS_AT_TOP
samplingPointSS.y = 1.0 - samplingPointSS.y;
#endif
float NdotL = saturate(dot(N, L));
float slopeBias = (1.0 - NdotL) * _HairShadowDepthBias;
float2 scaledUVs = samplingPointSS * _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.
float hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + _HairShadowDepthBias)).r;
float hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + slopeBias)).r;
shadow = lerp(1.0 - hairShadowOpacity, 1.0, hairShadow);
}

View File

@@ -33,6 +33,10 @@ TEXTURE2D(_SSSLutMap);
TEXTURE2D(_HairBlendingMap);
SAMPLER(sampler_HairBlendingMap);
// Stocking
TEXTURE2D(_StockingSparkingMap);
SAMPLER(sampler_StockingSparkingMap);
// Global
TEXTURE2D(_HairShadowTex);
TEXTURE2D_X(_HairBlendingTex);

View File

@@ -86,6 +86,13 @@ float _IndirectSpecularMatCapLod;
float _IndirectSpecularIntensity;
float _SSRWeight;
// Angle Ring
float4 _AngelRingColor;
float4 _AngelRingColorMap_ST;
float _AngelRingIntensity;
float _AngelRingOffsetU;
float _AngelRingOffsetV;
//Rim Light
float4 _RimLightColor;
float _RimLightIntensity;
@@ -96,12 +103,12 @@ float _RimLightClippingLevel;
float _LightDirectionRimLightLevel;
// Angle Ring
float4 _AngelRingColor;
float4 _AngelRingColorMap_ST;
float _AngelRingIntensity;
float _AngelRingOffsetU;
float _AngelRingOffsetV;
// Stocking
float _StockingFresnelWidth;
float _StockingSparkleSpacing;
float _StockingSparkleAmount;
float _StockingSparkleSize;
float _StockingSparkleIntensity;
// Outline
float _OutlineWidth;
@@ -127,10 +134,6 @@ float _Minimal_Diffuse_Contribution;
// Light Loop
float3 _ObjectCenterPositionWS;
// NOTE: Not sure what these are for
// float _FirstShadeOverridden;
// float _SecondShadeOverridden;
float _UseShadowThreshold;
float _AlphaCutoffShadow;
float _ComposerMaskMode;