Fixed the bug that alpha clip does not working properly;
This commit is contained in:
@@ -63,7 +63,7 @@ namespace Misaki.HdrpToon.Editor
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editor.ShaderProperty(Properties.transparentMode, Styles.transparentModeText);
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editor.ShaderProperty(Properties.alphaClipEnable, Styles.alphaClipEnableText);
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if (Properties.alphaClipEnable.floatValue == 1.0f)
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if (Properties.alphaClipEnable.GetBooleanValue())
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{
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EditorGUI.indentLevel++;
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editor.ShaderProperty(Properties.alphaClip, Styles.alphaClipText);
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@@ -4,8 +4,6 @@ Shader "HDRP/Toon"
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{
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//TODO: Use custom rendering data.
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[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
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_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
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_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
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@@ -49,7 +47,6 @@ Shader "HDRP/Toon"
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[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
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[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
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[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
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//[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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@@ -72,7 +69,6 @@ Shader "HDRP/Toon"
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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@@ -86,7 +82,7 @@ Shader "HDRP/Toon"
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// Surface Options
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[Popup] _TransparentEnabled("Transparent Mode", Integer) = 0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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[Popup(_ALPHATEST_ON)] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("Cull Mode", Integer) = 2
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[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
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@@ -239,6 +235,22 @@ Shader "HDRP/Toon"
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_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5
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[ToggleUI] _ClampLightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
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[KeywordEnum(Single, Full, Custom)] _Light_Loop_Mode ("Light Loop Mode", Float) = 1
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//TODO: Clear hdrp default properties
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
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[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0
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[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
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_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
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[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
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[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
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[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
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[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
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}
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HLSLINCLUDE
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@@ -249,15 +261,7 @@ Shader "HDRP/Toon"
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//-------------------------------------------------------------------------------------
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// Variant
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//-------------------------------------------------------------------------------------
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local _DEPTHOFFSET_ON
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#pragma shader_feature_local _DOUBLESIDED_ON
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#pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
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#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
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#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature_local _TESSELLATION_PHONG
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#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
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@@ -327,6 +331,7 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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// Note: Require _ObjectId and _PassValue variables
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// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
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@@ -430,6 +435,7 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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// Lightmap memo
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// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
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@@ -462,6 +468,8 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#define SHADERPASS SHADERPASS_SHADOWS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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@@ -481,7 +489,7 @@ Shader "HDRP/Toon"
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Tags{ "LightMode" = "DepthForwardOnly" }
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Cull[_CullMode]
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AlphaToMask [_AlphaCutoffEnable]
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// To be able to tag stencil with disableSSR information for forward
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Stencil
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{
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@@ -495,6 +503,8 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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// In deferred, depth only pass don't output anything.
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// In forward it output the normal buffer
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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@@ -534,6 +544,7 @@ Shader "HDRP/Toon"
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}
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Cull[_CullMode]
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AlphaToMask [_AlphaCutoffEnable]
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ZWrite On
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@@ -541,6 +552,9 @@ Shader "HDRP/Toon"
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#pragma multi_compile _ WRITE_MSAA_DEPTH
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#pragma shader_feature_local _ALPHATEST_ON
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#define SHADERPASS SHADERPASS_MOTION_VECTORS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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@@ -603,6 +617,9 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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@@ -630,6 +647,9 @@ Shader "HDRP/Toon"
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ZTest [_ZTestTransparent]
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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@@ -677,12 +697,12 @@ Shader "HDRP/Toon"
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Pass
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{
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Name "ForwardOnly"
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Tags { "LightMode" = "ForwardOnly" }
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Tags { "LightMode" = "ForwardOnly" }
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ZWrite [_ZWriteMode]
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ZTest [_ZTestMode]
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Cull [_CullMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
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Stencil {
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Ref[_StencilNo]
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@@ -694,7 +714,6 @@ Shader "HDRP/Toon"
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}
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HLSLPROGRAM
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//#pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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@@ -716,15 +735,7 @@ Shader "HDRP/Toon"
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#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
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#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
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#endif
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// used in ShadingGradeMap
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#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
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#pragma shader_feature _IS_ANGELRING_OFF _IS_ANGELRING_ON
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// used in Shadow calculation
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#pragma shader_feature _ UTS_USE_RAYTRACING_SHADOW
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// used in DoubleShadeWithFeather
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#pragma shader_feature _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE
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// controlling mask rendering
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#pragma shader_feature _ _IS_CLIPPING_MATTE
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#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
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#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
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@@ -759,6 +770,9 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _OUTLINECOLORMAP
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#pragma shader_feature_local _ALPHATEST_ON
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#define PUNCTUAL_SHADOW_MEDIUM
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#define DIRECTIONAL_SHADOW_MEDIUM
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#define AREA_SHADOW_MEDIUM
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@@ -819,6 +833,9 @@ Shader "HDRP/Toon"
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ColorMask 0
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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@@ -928,6 +945,9 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_SHADOWS
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#pragma shader_feature_local _ALPHATEST_ON
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
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@@ -124,11 +124,11 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
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float4 normalLocal = float4(0, 0, 1.0, 1.0);
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#if _NORMALMAP
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if (_Use_SSSLut)
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{
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normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
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}
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else
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// if (_Use_SSSLut)
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// {
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// normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
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// }
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// else
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{
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normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
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normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
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@@ -190,7 +190,8 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
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output.geomNormalWS = input.tangentToWorld[2];
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output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
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output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
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// output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
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output.subsurfaceColor = 0.0;
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output.anisotropy = anisotropy;
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@@ -583,4 +584,4 @@ float3 SampleBakedGI_UTS_OutLine(float3 positionRWS, float3 normalWS, float2 uvS
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}
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#endif //#ifndef UCTS_HDRP_INCLUDED
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#endif //#ifndef UCTS_HDRP_INCLUDED
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@@ -391,4 +391,4 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
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RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
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}
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#endif
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#endif
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@@ -11,13 +11,6 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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// We dont have to calculate lighting here if we are using sdf shadow
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#ifndef _SDFShadow
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode != 0)
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{
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return float3(0.0f, 0.0f, 0.0f);
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}
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#endif // _IS_CLIPPING_MATTE
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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// input.positionSS is SV_Position
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@@ -1,5 +1,7 @@
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// Surface Option
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float _SurfaceFeatures;
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half _AlphaCutoffEnable;
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float _AlphaCutoff;
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// Shading Color
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float4 _BaseColor;
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@@ -58,8 +60,8 @@ float _ToonSpecularFeather;
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float _BSDFContribution;
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float _EnergyConservingSpecularColor;
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float _SSSIntensity;
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int _Use_SSSLut;
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// float _SSSIntensity;
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// int _Use_SSSLut;
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float3 _EmissiveColor;
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half _AlbedoAffectEmissive;
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@@ -118,11 +120,12 @@ float _LightIntensityMultiplier;
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// Light Loop
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float3 _ObjectCenterPositionWS;
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// NOTE: Not sure what these are for
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// float _FirstShadeOverridden;
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// float _SecondShadeOverridden;
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float _UseShadowThreshold;
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float _AlphaCutoffShadow;
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float _ComposerMaskMode;
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#if defined(_UTS_TOON_EV_PER_MODEL)
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@@ -82,12 +82,7 @@ void Frag(PackedVaryingsToPS packedInput,
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discard;
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}
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#endif
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode != 0)
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{
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discard;
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}
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#endif // _IS_CLIPPING_MATTE
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#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
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discard;
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#endif
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@@ -146,26 +146,23 @@ void Frag(PackedVaryingsToPS packedInput,
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// Initialize the contactShadow and contactShadowFade fields
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InitContactShadow(posInput, context);
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float channelAlpha = 0.0f;
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LightLoopOutput lightLoopOutput;
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ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
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UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
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float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
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#ifdef _IS_TRANSCLIPPING_OFF
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outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
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#elif _IS_TRANSCLIPPING_ON
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float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
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outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
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outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
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#endif
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// #if _SURFACE_TYPE_TRANSPARENT
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// float alpha = channelAlpha;
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// outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
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// #else
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// float alpha = lerp(1.0, channelAlpha, _AlphaCutoffEnable);
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// #endif
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//
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// alpha = lerp(alpha, step(_AlphaCutoff, alpha), _AlphaCutoffEnable);
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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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@@ -196,4 +193,4 @@ void Frag(PackedVaryingsToPS packedInput,
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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}
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}
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