Added SurfaceFeatureFlags;

Added OutlineScope;
Added AngelRingScope;

Change up Outline pass
This commit is contained in:
Misaki
2025-01-29 21:54:17 +09:00
parent 018300e046
commit d8b12a0ca9
18 changed files with 249 additions and 248 deletions

View File

@@ -276,6 +276,24 @@ Shader "HDRP/Toon"
[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR MODE", int) = 0
[Toggle] _Receive_Hair_Shadow("ReceiveHairShadow", Float) = 0
[ToggleUI] _HairBlendingTarget("HairBlendingTarget", Float) = 0
[HideInInspector] _SurfaceFeatures("SurfaceFeatures", Float) = 0
// Angel Rings
_AngelRingColor("AngelRingColor", Color) = (1, 1, 1, 1)
_AngelRingColorMap("AngelRingColorMap", 2D) = "black" {}
_AngelRingIntensity("AngelRingIntensity", Range(0, 10)) = 1
// Outline
_OutlineWidth("OutlineWidth", Float) = 0
_OutlineWidthMap("OutlineTex", 2D) = "white" {}
_OutlineColor("OutlineColor", Color) = (0.5, 0.5, 0.5, 1)
_OutlineColorMap("OutlineColorMap", 2D) = "white" {}
[Toggle(_)] _AlbedoAffectOutline("AlbedoAffectOutline", Float) = 0
_OutlineFadeIn("_OutlineFadeIn", Float) = 50
_OutlineFadeOut("_OutlineFadeOut", Float) = 100
[Toggle(_)] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
//[HideInInspector]_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5
_BakedNormal("Baked Normal for Outline", 2D) = "white" {}
@@ -434,16 +452,7 @@ Shader "HDRP/Toon"
[Toggle(_)] _Inverse_MatcapMask("Inverse_MatcapMask", Float) = 0
//v.2.0.5
[Toggle(_)] _Is_Ortho("Orthographic Projection for MatCap", Float) = 0
//// Angel Rings
[Toggle(_)] _AngelRing("AngelRing", Float) = 0
_AngelRing_Sampler("AngelRing_Sampler", 2D) = "black" {}
_AngelRing_Color("AngelRing_Color", Color) = (1, 1, 1, 1)
[Toggle(_)] _Is_LightColor_AR("Is_LightColor_AR", Float) = 1
_AR_Intensity("AR_Intensity", Range(0, 100)) = 1
_AR_ShadowIntensity("AR_Intensity", Range(0, 1)) = 0
_AR_OffsetU("AR_OffsetU", Range(0, 0.5)) = 0
_AR_OffsetV("AR_OffsetV", Range(0, 1)) = 0.3
[Toggle(_)] _ARSampler_AlphaOn("ARSampler_AlphaOn", Float) = 0
//
//v.2.0.7 Emissive
[KeywordEnum(SIMPLE, ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0
@@ -459,26 +468,6 @@ Shader "HDRP/Toon"
[HDR]_ViewShift("ViewSift", Color) = (0, 0, 0, 1)
[Toggle(_)] _Is_ViewCoord_Scroll("Is_ViewCoord_Scroll", Float) = 0
//
//Outline
[KeywordEnum(NML, POS)] _OUTLINE("OUTLINE MODE", Float) = 0
_Outline_Width("Outline_Width", Float) = 0
_Farthest_Distance("Farthest_Distance", Float) = 100
_Nearest_Distance("Nearest_Distance", Float) = 0.5
_Outline_Sampler("Outline_Sampler", 2D) = "white" {}
_Outline_Color("Outline_Color", Color) = (0.5, 0.5, 0.5, 1)
[Toggle(_)] _Is_BlendBaseColor("Is_BlendBaseColor", Float) = 0
// ClippingMask paramaters from Here.
[HideInInspector]_Cutoff("Alpha cutoff", Range(0, 1)) = 0.5
// ClippingMask paramaters to here.
//v.2.0.4
[Toggle(_)] _Is_OutlineTex("Is_OutlineTex", Float) = 0
_OutlineTex("OutlineTex", 2D) = "white" {}
//Offset parameter
_Offset_Z("Offset_Camera_Z", Float) = 0
//v.2.0.4.3 Baked Nrmal Texture for Outline
[Toggle(_)] _Is_BakedNormal("Is_BakedNormal", Float) = 0
_BakedNormal("Baked Normal for Outline", 2D) = "white" {}
_UseSmoothedNormal("Use Smoothed Normal", Float) = 0
//GI Intensity
_ID_Intensity("GI_Intensity", Range(0, 1)) = 1
_IR_Intensity("GI_Intensity", Range(0, 1)) = 1
@@ -517,10 +506,6 @@ Shader "HDRP/Toon"
[Toggle(_)] _RimLightOverridden("Channel mask", Float) = 0
_RimLightMaskColor("Channel mask color", Color) = (1, 0, 1, 1)
[Toggle(_)] _OutlineVisible("Channel mask", Float) = 1
[Toggle(_)] _OutlineOverridden("Channel mask", Float) = 0
_OutlineMaskColor("Channel mask color", Color) = (0, 0, 0, 1)
[Toggle(_)] _ComposerMaskMode("", Float) = 0
[Enum(None, 0, BaseColor, 1, FirstShade, 2, SecondShade,3, Highlight, 4, AngelRing, 5, RimLight, 6)] _ClippingMatteMode("Clipping Matte Mode", int) = 0
@@ -1023,6 +1008,8 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _SPECULAR_COLOR_MAP
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
#pragma shader_feature_local_fragment _OUTLINE_COLOR_MAP
#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
#define PUNCTUAL_SHADOW_MEDIUM
@@ -1134,7 +1121,7 @@ Shader "HDRP/Toon"
Tags { "LightMode" = "Outline" }
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
Blend Off
HLSLPROGRAM
@@ -1143,10 +1130,7 @@ Shader "HDRP/Toon"
#define SHADERPASS SHADERPASS_FORWARD
#define SHADOW_LOW
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
#pragma shader_feature _ _IS_CLIPPING_MATTE
#define _REQUIRE_UV2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
@@ -1454,6 +1438,6 @@ Shader "HDRP/Toon"
}
}
CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
//CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
//CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
}