Update custom pass to global custom pass

This commit is contained in:
Misaki
2024-10-23 20:15:07 +09:00
parent e441bb7911
commit d0554a73bb
64 changed files with 949 additions and 46128 deletions

View File

@@ -12,21 +12,25 @@
void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, out float inverseClipping, out float channelOutAlpha, out UTSData utsData, inout UTSAggregateLighting utsAggregateLighting)
{
inverseClipping = 0;
channelOutAlpha = 1.0f;
ZERO_INITIALIZE(UTSData, utsData);
// We dont have to calculate lighting here if we are using sdf shadow
#ifndef _SDFShadow
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
inverseClipping = 0;
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
float2 screenUV = posInput.positionNDC;
#ifdef VARYINGS_NEED_POSITION_WS
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
#endif
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
/* todo. these should be put int a struct */
@@ -40,9 +44,9 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
/* to here todo. these should be put int a struct */
//v.2.0.4
#ifdef _IS_TRANSCLIPPING_OFF
//
#elif _IS_TRANSCLIPPING_ON
#ifdef _IS_TRANSCLIPPING_OFF
//
#elif _IS_TRANSCLIPPING_ON
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_MainTexAlpha = _MainTex_var.a;
float _IsBaseMapAlphaAsClippingMask_var = lerp(_ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask);
@@ -50,16 +54,16 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float Set_Clipping = saturate((_Inverse_Clipping_var + _Clipping_Level));
clip(Set_Clipping - 0.5);
inverseClipping = _Inverse_Clipping_var;
#endif
#endif
SHADOW_TYPE shadowAttenuation = lightLoopContext.shadowValue;
//v.2.0.6
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
#if !defined (UTS_USE_RAYTRACING_SHADOW)
#if !defined (UTS_USE_RAYTRACING_SHADOW)
shadowAttenuation *= 2.0f;
shadowAttenuation = saturate(shadowAttenuation);
#endif
#endif
float3 mainLightDirection = utsLightData.lightDirection;
float3 mainLightColor = utsLightData.lightColor;
@@ -90,22 +94,22 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
float Set_BaseColorAlpha = _BaseColorVisible;
float3 clippingColor = float3(1.0f, 1.0f, 1.0f);
#ifdef _IS_CLIPPING_MATTE
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 1)
{
clippingColor = Set_BaseColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
#ifdef UTS_LAYER_VISIBILITY
float4 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
Set_BaseColor = lerp(Set_BaseColor, overridingColor, maskEnabled);
Set_BaseColor = lerp(Set_BaseColor, overridingColor.rgb, maskEnabled);
Set_BaseColor *= _BaseColorVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY
#endif //#ifdef UTS_LAYER_VISIBILITY
//v.2.0.5
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
float3 _Is_LightColor_1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
@@ -114,7 +118,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
//v.2.0.6
float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap, float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap), 0.0, _BlurLevelSGM));
float _SystemShadowsLevel_var = (shadowAttenuation *0.5)+0.5+_Tweak_SystemShadowsLevel > 0.001 ? (shadowAttenuation*0.5)+0.5+_Tweak_SystemShadowsLevel : 0.0001;
float _SystemShadowsLevel_var = (shadowAttenuation * 0.5f) + 0.5f + _Tweak_SystemShadowsLevel > 0.001f ? (shadowAttenuation * 0.5f)+0.5f+_Tweak_SystemShadowsLevel : 0.0001f;
float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r + _Tweak_ShadingGradeMapLevel : 1;
@@ -162,23 +166,23 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
#ifdef _IS_CLIPPING_MATTE
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 2)
{
clippingColor = _Is_LightColor_1st_Shade_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
_Is_LightColor_1st_Shade_var = lerp(_Is_LightColor_1st_Shade_var, overridingColor, maskEnabled);
_Is_LightColor_1st_Shade_var = lerp(_Is_LightColor_1st_Shade_var, overridingColor.rgb, maskEnabled);
_Is_LightColor_1st_Shade_var = lerp(_Is_LightColor_1st_Shade_var, Set_BaseColor, 1.0f - _FirstShadeVisible);
}
float Set_1st_ShadeAlpha = _FirstShadeVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY
#endif //#ifdef UTS_LAYER_VISIBILITY
float3 _BaseColor_var = lerp(Set_BaseColor, _Is_LightColor_1st_Shade_var, Set_FinalShadowMask);
//v.2.0.5
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
@@ -186,14 +190,14 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float Set_ShadeShadowMask = saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - 1).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask)))); // 1st and 2nd Shades Mask
//Composition: 3 Basic Colors as Set_FinalBaseColor
#ifdef UTS_LAYER_VISIBILITY
#ifdef UTS_LAYER_VISIBILITY
float3 Set_FinalBaseColor;
{
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
float3 _Is_LightColor_2nd_Shade_var = lerp((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, overridingColor, maskEnabled);
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, overridingColor.rgb, maskEnabled);
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, Set_BaseColor, 1.0f - _SecondShadeVisible);
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
Set_FinalBaseColor =
@@ -206,7 +210,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
}
#else
#else
float3 Set_FinalBaseColor =
lerp(_BaseColor_var,
lerp(_Is_LightColor_1st_Shade_var,
@@ -214,19 +218,19 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
, _Is_LightColor_2nd_Shade)
, Set_ShadeShadowMask)
, Set_FinalShadowMask);
#endif //#ifdef UTS_LAYER_VISIBILITY
#endif //#ifdef UTS_LAYER_VISIBILITY
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
Set_FinalBaseColor = Set_FinalBaseColor * albedoIntensity;
#ifdef _IS_CLIPPING_MATTE
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 3)
{
clippingColor = lerp((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb) * Set_LightColor)
, _Is_LightColor_2nd_Shade);
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#endif // _IS_CLIPPING_MATTE
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
@@ -237,14 +241,14 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
//Composition: 3 Basic Colors and HighColor as Set_HighColor
float3 _HighColorWithOutTweak_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
float3 _HighColor_var = _HighColorWithOutTweak_var * _TweakHighColorMask_var;
#ifdef _IS_CLIPPING_MATTE
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 4)
{
clippingColor = _HighColorWithOutTweak_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
float3 Set_HighColor;
{
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
@@ -261,13 +265,13 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
Set_HighColor += addColor;
if (any(addColor))
{
Set_HighColor = lerp(Set_HighColor, overridingColor, maskEnabled);
Set_HighColor = lerp(Set_HighColor, overridingColor.rgb, maskEnabled);
channelOutAlpha = _HighlightVisible;
}
}
#else
#else
float3 Set_HighColor = (lerp(SATURATE_IF_SDR((Set_FinalBaseColor - _TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor, 1.0, _Is_SpecularToHighColor)) + lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow));
#endif
#endif
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
@@ -284,7 +288,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
//Composition: HighColor and RimLight as _RimLight_var
#ifdef UTS_LAYER_VISIBILITY
#ifdef UTS_LAYER_VISIBILITY
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
@@ -310,7 +314,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
#else
#else
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
Set_RimLight *= _RimLight_Strength;
float3 _RimLight_var;
@@ -324,7 +328,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
}
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
#endif
#endif
//Matcap
//v.2.0.6 : CameraRolling Stabilizer
@@ -394,17 +398,17 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float3 matCapColorOnMultiplyMode = Set_HighColor * (1 - _Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor * Set_MatCap * _Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0, 0, 0), Set_RimLight, _RimLight);
float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap);
//v.2.0.4
#ifdef _IS_ANGELRING_OFF
#ifdef _IS_CLIPPING_MATTE
#ifdef _IS_ANGELRING_OFF
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 5)
{
clippingColor = float3(0.0f,0.0f,0.0f);
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#endif // _IS_CLIPPING_MATTE
float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
//
#elif _IS_ANGELRING_ON
#elif _IS_ANGELRING_ON
float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before AR
//v.2.0.7 AR Camera Rolling Stabilizer
float3 _AR_OffsetU_var = lerp(mul(UNITY_MATRIX_V, float4(utsData.normalDirection, 0)).xyz, float3(0, 0, 1), _AR_OffsetU);
@@ -418,7 +422,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
float Set_ARtexAlpha = _AngelRing_Sampler_var.a;
float3 Set_AngelRingWithAlpha = (_Is_LightColor_AR_var * _AngelRing_Sampler_var.a);
//Composition: MatCap and AngelRing as diffuseTerm
# ifdef UTS_LAYER_VISIBILITY
# ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_AngelRingMaskColor, float4(_AngelRingMaskColor.w, _AngelRingMaskColor.w, _AngelRingMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_AngelRingOverridden, _ComposerMaskMode);
@@ -431,24 +435,23 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
channelOutAlpha = _AngelRingVisible;
}
}
# else
# else
diffuseTerm = lerp(diffuseTerm, lerp((diffuseTerm + Set_AngelRing), ((diffuseTerm * (1.0 - Set_ARtexAlpha)) + Set_AngelRingWithAlpha), _ARSampler_AlphaOn), _AngelRing);// Final Composition before Emissive
# endif //#ifdef UTS_LAYER_VISIBILITY
#ifdef _IS_CLIPPING_MATTE
# endif //#ifdef UTS_LAYER_VISIBILITY
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 5)
{
clippingColor = _Is_LightColor_AR_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#endif // _IS_CLIPPING_MATTE
//diffuseTerm = Set_AngelRing * 10 * (1 - Set_FinalShadowMask);
#endif //#ifdef _IS_ANGELRING_OFF
#endif //#ifdef _IS_ANGELRING_OFF
// PBR----------------------------------------------------------------------------------------------------------------
//Specular Term
float3 specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * (1 - Set_FinalShadowMask) * PI * surfaceData.specularColor * Set_LightColor * utsLightData.specularDimmer;
//specularTerm = saturate(specularTerm);
//SSS
if (_Use_SSSLut == 1)
@@ -461,10 +464,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
diffuseTerm = diffuseTerm * utsLightData.diffuseDimmer;
//float3 finalColor = diffuseTerm + specularTerm + emissive;
utsAggregateLighting.directDiffuse += diffuseTerm;
utsAggregateLighting.directSpecular += specularTerm;
//return finalColor;
#endif // _SDFShadow
}