Added HairBlending shader pass;
Added HairBlendingSetting in UTSRenderPassSetting; Added MaterialType to UTS; Added MaterialFeature scope to UTS material editor; Merged HairBlendingPass and HairShadowPass into UTSPass; Fixed the bug that character box light can not update rotation correctly according to bound light source;
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@@ -194,7 +194,7 @@ void Frag(PackedVaryingsToPS packedInput,
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#ifdef _EYE_PARALLAX
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#ifdef MATERIAL_TYPE_EYE
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// Must have view Dir to work
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float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
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float2 parallaxOffset = viewT;
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@@ -878,7 +878,7 @@ void Frag(PackedVaryingsToPS packedInput,
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// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
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//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
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#if _SDFShadow || _RECEIVE_HAIR_SHADOW
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#if _SDFShadow || (_RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW)
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float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
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float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
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@@ -910,7 +910,7 @@ void Frag(PackedVaryingsToPS packedInput,
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utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
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#endif
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#ifdef _RECEIVE_HAIR_SHADOW
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#if _RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW
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// Push the face fragment view space position towards the light for a little bit
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float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
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@@ -921,6 +921,10 @@ void Frag(PackedVaryingsToPS packedInput,
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float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
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float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
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float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
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float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
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shadowLength.y *= camDirFactor;
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float2 samplingPoint = (input.positionSS.xy + 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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// Then sample the hair buffer, to see if the fragment lands in shadow.
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@@ -958,29 +962,13 @@ void Frag(PackedVaryingsToPS packedInput,
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outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
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#endif
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#ifdef _EYEBROW_SEETHROUGH
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// By Suomi, 20230915
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// The eyebrow should use transparent pass and utilize the hair depth texture we have from HairShadowPass
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float2 samplingPoint = posInput.positionNDC;
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float cDepth = SampleCameraDepth(samplingPoint); // Camera Depth. At transparent queue we should have all the opaque object by now
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float mDepth = posInput.deviceDepth; // Depth of this fragment
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float3 hDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint); // r: Depth of hair g: Depth of Eyebrow
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float hairPixel = step(0.001, hDepth.r);
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float magic = 0.075;
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mDepth = hairPixel > 0.1 ? max(hDepth.r, mDepth) + magic : mDepth; // Move this part of eyebrow in front of the hair
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// Added a max here to prevent sampling of hair in the back
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if(cDepth - mDepth > 0.02) // Manual Depth Test
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{
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discard;
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}
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outColor.a = _EyeBrowBlendingFactor;
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outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
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#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
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float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
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float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
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outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
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#endif
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#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
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#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
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outColor.rgb = 1;
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#ifdef UTS_DEBUG_SELFSHADOW
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outColor.rgb = min(finalColor, outColor.rgb);
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