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Misaki
2024-08-15 17:00:11 +09:00
parent 684c51a8c0
commit e441bb7911
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityObject = UnityEngine.Object;
using System.Linq;
#if HDRP_IS_INSTALLED_FOR_UTS
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Rendering.HighDefinition.Toon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(Light))]
internal class BoxLightAdjustment : MonoBehaviour
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
[SerializeField]
GameObject[] m_GameObjects;
[SerializeField]
Renderer[] m_Renderers;
[SerializeField]
internal HDAdditionalLightData m_targetBoxLight;
[SerializeField]
internal bool m_FollowGameObjectPosition = false;
[SerializeField]
internal bool m_FollowGameObjectRotation = false;
[SerializeField]
internal Vector3 m_PositionOffset;
[SerializeField]
internal Quaternion m_RotationOffset;
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
void Reset()
{
OnDisable();
OnEnable();
}
internal void OnValidate()
{
Release();
Initialize();
}
private void Awake()
{
Initialize();
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Initialize();
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
{
// on compile begin
m_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
{
// on compile end
m_isCompiling = false;
}
#endif
if (m_Renderers == null)
{
return;
}
if (m_targetBoxLight == null)
{
return;
}
for (int ii = 0; ii < m_Renderers.Length; ii++)
{
m_Renderers[ii].renderingLayerMask &= 0xffffff00;
m_Renderers[ii].renderingLayerMask |= (uint)m_targetBoxLight.lightlayersMask;
}
if ( /* m_targetBoxLight != null && */ m_GameObjects != null && m_GameObjects.Length > 0 && m_GameObjects[0] != null )
{
if (m_FollowGameObjectPosition )
{
m_targetBoxLight.transform.position = m_GameObjects[0].transform.position + m_PositionOffset;
}
if (m_FollowGameObjectRotation )
{
m_targetBoxLight.transform.rotation = m_GameObjects[0].transform.rotation * m_RotationOffset;
}
}
}
void EnableSrpCallbacks()
{
if (!m_srpCallbackInitialized)
{
m_srpCallbackInitialized = true;
}
}
void DisableSrpCallbacks()
{
if (m_srpCallbackInitialized)
{
m_srpCallbackInitialized = false;
}
}
void OnEnable()
{
Initialize();
EnableSrpCallbacks();
}
void OnDisable()
{
DisableSrpCallbacks();
Release();
}
void UpdateObjectLightLayers()
{
Initialize();
}
internal static GameObject CreateBoxLight(GameObject[] gameObjects)
{
if (gameObjects == null || gameObjects[0] == null )
{
Debug.LogError("Please, select a GameObject you want a Box Light to follow.");
return null;
}
var gameObjectName = "Box Light for " + gameObjects[0].name;
GameObject lightGameObject = new GameObject(gameObjectName);
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
#endif
HDAdditionalLightData hdLightData = lightGameObject.AddHDLight(HDLightTypeAndShape.BoxSpot);
// light size
hdLightData.SetBoxSpotSize(new Vector2(10.0f, 10.0f)); // Size should be culculated with more acculacy?
BoxLightAdjustment boxLightAdjustment = lightGameObject.GetComponent<BoxLightAdjustment>();
if (boxLightAdjustment == null)
{
#if UNITY_EDITOR
boxLightAdjustment = Undo.AddComponent<BoxLightAdjustment>(lightGameObject);
#else
boxLightAdjustment = lightGameObject.AddComponent<BoxLightAdjustment>();
#endif
}
#if UNITY_EDITOR
Undo.RecordObject(boxLightAdjustment, "target " + boxLightAdjustment.name);
#endif
boxLightAdjustment.m_targetBoxLight = hdLightData;
#if UNITY_EDITOR
Undo.RecordObject(lightGameObject.transform, "Position " + lightGameObject.transform.name);
#endif
// position and rotation
var goPos = lightGameObject.transform.position;
goPos.y += 10.0f;
lightGameObject.transform.position = goPos;
var goRot = lightGameObject.transform.rotation;
goRot.eulerAngles = new Vector3(90.0f, 0.0f, 0.0f);
#if UNITY_EDITOR
Undo.RecordObject(lightGameObject.transform, "Rotation " + lightGameObject.transform.name);
#endif
hdLightData.gameObject.transform.rotation = goRot;
// must be put to gameObject model chain.
boxLightAdjustment.m_GameObjects = gameObjects;
return lightGameObject;
}
void Initialize()
{
if (m_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
if (m_GameObjects == null )
{
return;
}
int objCount = m_GameObjects.Length;
int rendererCount = 0;
List<Renderer> rendererList = new List<Renderer>();
for (int ii = 0; ii < objCount; ii++)
{
if (m_GameObjects[ii] == null )
{
continue;
}
var renderer = m_GameObjects[ii].GetComponent<Renderer>();
if (renderer != null)
{
rendererCount++;
rendererList.Add(renderer);
}
GameObject[] childGameObjects = m_GameObjects[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
int childCount = childGameObjects.Length;
for (int jj = 0; jj < childCount; jj++)
{
if (m_GameObjects[ii] == childGameObjects[jj])
continue;
var modelToonEvAdjustment = childGameObjects[jj].GetComponent<BoxLightAdjustment>();
if ( modelToonEvAdjustment != null )
{
break;
}
renderer = childGameObjects[jj].GetComponent<Renderer>();
if ( renderer != null )
{
rendererList.Add(renderer);
rendererCount++;
}
}
if (rendererCount != 0)
{
m_Renderers = rendererList.ToArray();
}
}
if (m_targetBoxLight != null && objCount > 0 )
{
m_PositionOffset = m_targetBoxLight.transform.position - m_GameObjects[0].transform.position;
m_RotationOffset = Quaternion.Inverse(m_GameObjects[0].transform.rotation) * m_targetBoxLight.transform.rotation;
}
m_initialized = true;
}
void Release()
{
if (m_initialized)
{
m_Renderers = null;
}
m_initialized = false;
}
}
}
#endif // HDRP_IS_INSTALLED_FOR_UTS

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using Unity.Toonshader;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
public class HairShadowPass : DrawRenderersCustomPass
{
const string kHairShadowDistancePropName = "_HairShadowDistance";
const string kHairShadowDistanceScalePropName = "_HairShadowDistanceScaleFactor";
const string kHairShadowDepthBiasPropName = "_HairShadowDepthBias";
const string kHairShadowFadeInPropName = "_HairShadowFadeInDistance";
const string kHairShadowFadeOutPropName = "_HairShadowFadeOutDistance";
const string shaderPath = "Renderers/HairShadowRenderer";
const string outputRT = "_HairShadowTex";
const string passName = "HairShadow";
RTHandle outputRTHandle;
bool m_Initialized = false;
int passIndex = -1;
//public List<Renderer> hairRenderers; //Change to layer mask
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
overrideMaterial = CoreUtils.CreateEngineMaterial(shaderPath);
if (!overrideMaterial)
{
Debug.LogWarning($"Shader {shaderPath} not fond");
return;
}
overrideMode = OverrideMaterialMode.Material;
passIndex = overrideMaterial.FindPass(passName);
outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: UnityEngine.Experimental.Rendering.GraphicsFormat.R16G16B16A16_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: $"{outputRT}");
Shader.EnableKeyword("_HAIR_SHADOWS");
base.Setup(renderContext, cmd);
m_Initialized = true;
}
protected override void Execute(CustomPassContext ctx)
{
if (!m_Initialized)
Setup(ctx.renderContext, ctx.cmd);
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
{
Clear();
return;
}
if (!utsRenderer.enableHairShadow.value || !utsRenderer.enable.value)
{
Clear();
return;
}
if (!overrideMaterial)
{
Debug.LogError("You need to a material to render the hair buffer");
//enabled = false;
return;
}
SetShadowParameter(utsRenderer);
var cmd = ctx.cmd;
// Copy custom buffer to our RT
if (null != outputRTHandle)
{
//Set Global Texture using outputRT name
cmd.SetGlobalTexture(outputRT, outputRTHandle);
}
base.Execute(ctx);
HDUtils.BlitCameraTexture(cmd, ctx.cameraColorBuffer, outputRTHandle, 0, true);
}
private static void SetShadowParameter(UTSRenderer utsRenderer)
{
Shader.SetGlobalFloat(kHairShadowDistancePropName, utsRenderer.shadowDistance.value);
Shader.SetGlobalFloat(kHairShadowDistanceScalePropName, utsRenderer.shadowDistanceScale.value);
Shader.SetGlobalFloat(kHairShadowDepthBiasPropName, utsRenderer.shadowDepthBias.value);
Shader.SetGlobalFloat(kHairShadowFadeInPropName, utsRenderer.shadowFadeIn.value);
Shader.SetGlobalFloat(kHairShadowFadeOutPropName, utsRenderer.shadowFadeOut.value);
}
protected override void Cleanup()
{
Clear();
base.Cleanup();
}
void Clear()
{
Shader.DisableKeyword("_HAIR_SHADOWS");
if (outputRTHandle != null)
{
outputRTHandle.Release();
outputRTHandle = null;
}
m_Initialized = false;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class ObjectShadingHelper : MonoBehaviour
{
public Material material;
public Transform objectCenter;
public Transform[] shadowPosition = new Transform[4];
// Start is called before the first frame update
void OnEbale()
{
if (objectCenter = null)
{
objectCenter = transform;
}
}
// Update is called once per frame
void Update()
{
if (material == null)
return;
material.SetVector("_ObjectCenter", objectCenter.position);
}
}

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#ifndef UTS_COMMON
#define UTS_COMMON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define inverselerp(a, b, x) saturate(((x) - (a)) / ((b) - (a)))
float2 GetWHRatio()
{
return float2(_ScreenParams.y / _ScreenParams.x, 1);
}
float StepAntiAliasing(float x, float y)
{
float v = x - y;
return saturate(v / fwidth(v));//fwidth(x) = abs(ddx(x) + ddy(x))
}
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
// ----------------------------------------------------------------------------
// Transform
// ----------------------------------------------------------------------------
float3 ProjectOnPlane(float3 vec, float3 normal)
{
return vec - normal * dot(vec, normal);
}
float2 Rotate_UV(float2 _uv, float _radian, float2 _piv, float _time)
{
float RotateUV_ang = _radian;
float RotateUV_cos = cos(_time * RotateUV_ang);
float RotateUV_sin = sin(_time * RotateUV_ang);
return(mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
}
// Anti-perspective form Colin: Counteract perspective effects by replacing regular depth with uniform depth
uniform float _AntiPerspectiveIntensity;
void AntiPerspective(inout float4 clipPos)
{
float centerVSz = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)).z;
clipPos.xy *= lerp(1.0, abs(clipPos.w) / - centerVSz, _AntiPerspectiveIntensity);
}
// ASE
float2 UnStereo(float2 UV)
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
// ----------------------------------------------------------------------------
// Color
// ----------------------------------------------------------------------------
float3 ShiftColorPurity(float3 color, float purity)
{
return lerp(Luminance(color), color, purity);
}
void AlphaGammaCorrection(inout float a1, inout float a2, inout float a3, inout float a4)
{
float4 a = float4(a1, a2, a3, a4);
a = pow(abs(a), 1 / 1.48);
a1 = a.x;
a2 = a.y;
a3 = a.z;
a4 = a.w;
}
void AlphaGammaCorrection(inout float alpha)
{
alpha = pow(abs(alpha), 1 / 1.48);
}
void AlphaGammaCorrection(inout float alpha, inout float alpha2)
{
AlphaGammaCorrection(alpha, alpha2, alpha, alpha);
}
void AlphaGammaCorrection(inout float alpha, inout float alpha2, inout float alpha3)
{
AlphaGammaCorrection(alpha, alpha2, alpha3, alpha3);
}
// ----------------------------------------------------------------------------
// Depth
// ----------------------------------------------------------------------------
float LinearEyeDepth(float z)
{
return LinearEyeDepth(z, _ZBufferParams);
}
// https://forum.unity.com/threads/what-does-unity-exactly-do-when-we-modify-z-buffer-value-using-sv_depth.526406/
float LinearEyeDepthToOutDepth(float z)
{
return(1 - _ZBufferParams.w * z) / (_ZBufferParams.z * z);
}
// Returns the forward (Right) direction of the current view in the world space.
float3 GetViewRightDir()
{
float4x4 viewMat = GetWorldToViewMatrix();
return viewMat[0].xyz;
}
// ASE
float3 InvertDepthDirHD(float3 In)
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION >= 80301
result *= float3(1, 1, -1);
#endif
return result;
}
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
// ASE
float3 GetWorldPosFromDepthBuffer(float2 clipPos01, float cameraDepth)
{
#ifdef UNITY_REVERSED_Z
float depth = (1.0 - cameraDepth);
#else
float depth = cameraDepth;
#endif
float3 screenPos_DepthBuffer = (float3(clipPos01, depth));
float4 clipPos = (float4((screenPos_DepthBuffer * 2.0 - 1.0), 1.0));
float4 viewPos = mul(unity_CameraInvProjection, clipPos);
float3 viewPosNorm = viewPos.xyz / viewPos.w;
float3 localInvertDepthDirHD = InvertDepthDirHD(viewPosNorm);
return mul(unity_CameraToWorld, float4(localInvertDepthDirHD, 1.0)).xyz;
}
#endif

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#ifdef DEBUG_DISPLAY // Guard define here to be compliant with how shader graph generate code for include
#ifndef UNITY_DEBUG_DISPLAY_INCLUDED
#define UNITY_DEBUG_DISPLAY_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MipMapDebug.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/ColorPickerDebug.cs.hlsl"
// Local shader variables
static SHADOW_TYPE g_DebugShadowAttenuation = 0;
StructuredBuffer<int2> _DebugDepthPyramidOffsets;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/PBRValidator.hlsl"
// When displaying lux meter we compress the light in order to be able to display value higher than 65504
// The sun is between 100 000 and 150 000, so we use 4 to be able to cover such a range (4 * 65504)
#define LUXMETER_COMPRESSION_RATIO 4
TEXTURE2D(_DebugFont); // Debug font to write string in shader
TEXTURE2D(_DebugMatCapTexture);
void GetPropertiesDataDebug(uint paramId, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEWPROPERTIES_TESSELLATION:
#ifdef TESSELLATION_ON
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_PIXEL_DISPLACEMENT:
#ifdef _PIXEL_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT:
#ifdef _VERTEX_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT:
#ifdef _TESSELLATION_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_LIGHTMAP:
#if defined(LIGHTMAP_ON) || defined (DIRLIGHTMAP_COMBINED) || defined(DYNAMICLIGHTMAP_ON)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_INSTANCING:
#if defined(UNITY_INSTANCING_ENABLED)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
}
}
float3 GetTextureDataDebug(uint paramId, float2 uv, Texture2D tex, float4 texelSize, float4 mipInfo, float3 originalColor)
{
float3 outColor = originalColor;
switch (paramId)
{
case DEBUGMIPMAPMODE_MIP_RATIO:
outColor = GetDebugMipColorIncludingMipReduction(originalColor, tex, texelSize, uv, mipInfo);
break;
case DEBUGMIPMAPMODE_MIP_COUNT:
outColor = GetDebugMipCountColor(originalColor, tex);
break;
case DEBUGMIPMAPMODE_MIP_COUNT_REDUCTION:
outColor = GetDebugMipReductionColor(tex, mipInfo);
break;
case DEBUGMIPMAPMODE_STREAMING_MIP_BUDGET:
outColor = GetDebugStreamingMipColor(tex, mipInfo);
break;
case DEBUGMIPMAPMODE_STREAMING_MIP:
outColor = GetDebugStreamingMipColorBlended(originalColor, tex, mipInfo);
break;
}
return outColor;
}
// DebugFont code assume black and white font with texture size 256x128 with bloc of 16x16
#define DEBUG_FONT_TEXT_WIDTH 16
#define DEBUG_FONT_TEXT_HEIGHT 16
#define DEBUG_FONT_TEXT_COUNT_X 16
#define DEBUG_FONT_TEXT_COUNT_Y 8
#define DEBUG_FONT_TEXT_ASCII_START 32
#define DEBUG_FONT_TEXT_SCALE_WIDTH 10 // This control the spacing between characters (if a character fill the text block it will overlap).
// Only support ASCII symbol from DEBUG_FONT_TEXT_ASCII_START to 126
// return black or white depends if we hit font character or not
// currentUnormCoord is current unormalized screen position
// fixedUnormCoord is the position where we want to draw something, this will be incremented by block font size in provided direction
// color is current screen color
// color of the font to use
// direction is 1 or -1 and indicate fixedUnormCoord block shift
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction, int fontTextScaleWidth)
{
// Are we inside a font display block on the screen ?
uint2 localCharCoord = currentUnormCoord - fixedUnormCoord;
if (localCharCoord.x >= 0 && localCharCoord.x < DEBUG_FONT_TEXT_WIDTH && localCharCoord.y >= 0 && localCharCoord.y < DEBUG_FONT_TEXT_HEIGHT)
{
localCharCoord.y = DEBUG_FONT_TEXT_HEIGHT - localCharCoord.y;
asciiValue -= DEBUG_FONT_TEXT_ASCII_START; // Our font start at ASCII table 32;
uint2 asciiCoord = uint2(asciiValue % DEBUG_FONT_TEXT_COUNT_X, asciiValue / DEBUG_FONT_TEXT_COUNT_X);
// Unorm coordinate inside the font texture
uint2 unormTexCoord = asciiCoord * uint2(DEBUG_FONT_TEXT_WIDTH, DEBUG_FONT_TEXT_HEIGHT) + localCharCoord;
// normalized coordinate
float2 normTexCoord = float2(unormTexCoord) / float2(DEBUG_FONT_TEXT_WIDTH * DEBUG_FONT_TEXT_COUNT_X, DEBUG_FONT_TEXT_HEIGHT * DEBUG_FONT_TEXT_COUNT_Y);
#if UNITY_UV_STARTS_AT_TOP
normTexCoord.y = 1.0 - normTexCoord.y;
#endif
float charColor = SAMPLE_TEXTURE2D_LOD(_DebugFont, s_point_clamp_sampler, normTexCoord, 0).r;
color = color * (1.0 - charColor) + charColor * fontColor;
}
fixedUnormCoord.x += fontTextScaleWidth * direction;
}
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction)
{
DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, direction, DEBUG_FONT_TEXT_SCALE_WIDTH);
}
// Shortcut to not have to file direction
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 1);
}
// Draw a signed integer
// Can't display more than 16 digit
// The two following parameter are for float representation
// leading0 is used when drawing frac part of a float to draw the leading 0 (call is in charge of it)
// forceNegativeSign is used to force to display a negative sign as -0 is not recognize
void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int leading0, bool forceNegativeSign)
{
const uint maxStringSize = 16;
uint absIntValue = abs(intValue);
// 1. Get size of the number of display
int numEntries = min((intValue == 0 ? 0 : log10(absIntValue)) + ((intValue < 0 || forceNegativeSign) ? 1 : 0) + leading0, maxStringSize);
// 2. Shift curseur to last location as we will go reverse
fixedUnormCoord.x += numEntries * DEBUG_FONT_TEXT_SCALE_WIDTH;
// 3. Display the number
bool drawCharacter = true; // bit weird, but it is to appease the compiler.
for (uint j = 0; j < maxStringSize; ++j)
{
// Numeric value incurrent font start on the second row at 0
if(drawCharacter)
DrawCharacter((absIntValue % 10) + '0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
if (absIntValue < 10)
drawCharacter = false;
absIntValue /= 10;
}
// 4. Display leading 0
if (leading0 > 0)
{
for (int i = 0; i < leading0; ++i)
{
DrawCharacter('0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
}
}
// 5. Display sign
if (intValue < 0 || forceNegativeSign)
{
DrawCharacter('-', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
}
// 6. Reset cursor at end location
fixedUnormCoord.x += (numEntries + 2) * DEBUG_FONT_TEXT_SCALE_WIDTH;
}
void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, false);
}
void DrawFloatExplicitPrecision(float floatValue, float3 fontColor, uint2 currentUnormCoord, uint digitCount, inout uint2 fixedUnormCoord, inout float3 color)
{
if (IsNaN(floatValue))
{
DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
DrawCharacter('a', fontColor, currentUnormCoord, fixedUnormCoord, color);
DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
}
else
{
int intValue = int(floatValue);
bool forceNegativeSign = floatValue >= 0.0f ? false : true;
DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, forceNegativeSign);
DrawCharacter('.', fontColor, currentUnormCoord, fixedUnormCoord, color);
int fracValue = int(frac(abs(floatValue)) * pow(10, digitCount));
int leading0 = digitCount - (int(log10(fracValue)) + 1); // Counting leading0 to add in front of the float
DrawInteger(fracValue, fontColor, currentUnormCoord, fixedUnormCoord, color, leading0, false);
}
}
void DrawFloat(float floatValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
DrawFloatExplicitPrecision(floatValue, fontColor, currentUnormCoord, 6, fixedUnormCoord, color);
}
// Debug rendering is performed at the end of the frame (after post-processing).
// Debug textures are never flipped upside-down automatically. Therefore, we must always flip manually.
bool ShouldFlipDebugTexture()
{
#if UNITY_UV_STARTS_AT_TOP
return (_ProjectionParams.x > 0);
#else
return (_ProjectionParams.x < 0);
#endif
}
#endif
#endif // DEBUG_DISPLAY

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#ifndef UNITY_DEBUG_DISPLAY_INCLUDED
#define UNITY_DEBUG_DISPLAY_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MipMapDebug.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/ColorPickerDebug.cs.hlsl"
CBUFFER_START(UnityDebugDisplay)
// Set of parameters available when switching to debug shader mode
int _DebugLightingMode; // Match enum DebugLightingMode
int _DebugShadowMapMode;
float _DebugViewMaterialArray[11]; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display
int _DebugMipMapMode; // Match enum DebugMipMapMode
int _DebugMipMapModeTerrainTexture; // Match enum DebugMipMapModeTerrainTexture
int _ColorPickerMode; // Match enum ColorPickerDebugMode
int _DebugStep;
int _DebugDepthPyramidMip;
int _DebugFullScreenMode;
float _DebugTransparencyOverdrawWeight;
float4 _DebugLightingAlbedo; // x == bool override, yzw = albedo for diffuse
float4 _DebugLightingSmoothness; // x == bool override, y == override value
float4 _DebugLightingNormal; // x == bool override
float4 _DebugLightingAmbientOcclusion; // x == bool override, y == override value
float4 _DebugLightingSpecularColor; // x == bool override, yzw = specular color
float4 _DebugLightingEmissiveColor; // x == bool override, yzw = emissive color
float4 _DebugLightingMaterialValidateHighColor; // user can specific the colors for the validator error conditions
float4 _DebugLightingMaterialValidateLowColor;
float4 _DebugLightingMaterialValidatePureMetalColor;
float4 _MousePixelCoord; // xy unorm, zw norm
float4 _MouseClickPixelCoord; // xy unorm, zw norm
int _MatcapMixAlbedo;
int _MatcapViewScale;
uint _DebugContactShadowLightIndex;
CBUFFER_END
// Local shader variables
static DirectionalShadowType g_DebugShadowAttenuation = 0;
StructuredBuffer<int2> _DebugDepthPyramidOffsets;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/PBRValidator.hlsl"
// When displaying lux meter we compress the light in order to be able to display value higher than 65504
// The sun is between 100 000 and 150 000, so we use 4 to be able to cover such a range (4 * 65504)
#define LUXMETER_COMPRESSION_RATIO 4
TEXTURE2D(_DebugFont); // Debug font to write string in shader
TEXTURE2D(_DebugMatCapTexture);
void GetPropertiesDataDebug(uint paramId, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEWPROPERTIES_TESSELLATION:
#ifdef TESSELLATION_ON
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_PIXEL_DISPLACEMENT:
#ifdef _PIXEL_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT:
#ifdef _VERTEX_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT:
#ifdef _TESSELLATION_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_LIGHTMAP:
#if defined(LIGHTMAP_ON) || defined (DIRLIGHTMAP_COMBINED) || defined(DYNAMICLIGHTMAP_ON)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_INSTANCING:
#if defined(UNITY_INSTANCING_ENABLED)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
}
}
float3 GetTextureDataDebug(uint paramId, float2 uv, Texture2D tex, float4 texelSize, float4 mipInfo, float3 originalColor)
{
float3 outColor = originalColor;
switch (paramId)
{
case DEBUGMIPMAPMODE_MIP_RATIO:
outColor = GetDebugMipColorIncludingMipReduction(originalColor, tex, texelSize, uv, mipInfo);
break;
case DEBUGMIPMAPMODE_MIP_COUNT:
outColor = GetDebugMipCountColor(originalColor, tex);
break;
case DEBUGMIPMAPMODE_MIP_COUNT_REDUCTION:
outColor = GetDebugMipReductionColor(tex, mipInfo);
break;
case DEBUGMIPMAPMODE_STREAMING_MIP_BUDGET:
outColor = GetDebugStreamingMipColor(tex, mipInfo);
break;
case DEBUGMIPMAPMODE_STREAMING_MIP:
outColor = GetDebugStreamingMipColorBlended(originalColor, tex, mipInfo);
break;
}
return outColor;
}
// DebugFont code assume black and white font with texture size 256x128 with bloc of 16x16
#define DEBUG_FONT_TEXT_WIDTH 16
#define DEBUG_FONT_TEXT_HEIGHT 16
#define DEBUG_FONT_TEXT_COUNT_X 16
#define DEBUG_FONT_TEXT_COUNT_Y 8
#define DEBUG_FONT_TEXT_ASCII_START 32
#define DEBUG_FONT_TEXT_SCALE_WIDTH 10 // This control the spacing between characters (if a character fill the text block it will overlap).
// Only support ASCII symbol from DEBUG_FONT_TEXT_ASCII_START to 126
// return black or white depends if we hit font character or not
// currentUnormCoord is current unormalized screen position
// fixedUnormCoord is the position where we want to draw something, this will be incremented by block font size in provided direction
// color is current screen color
// color of the font to use
// direction is 1 or -1 and indicate fixedUnormCoord block shift
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction)
{
// Are we inside a font display block on the screen ?
uint2 localCharCoord = currentUnormCoord - fixedUnormCoord;
if (localCharCoord.x >= 0 && localCharCoord.x < DEBUG_FONT_TEXT_WIDTH && localCharCoord.y >= 0 && localCharCoord.y < DEBUG_FONT_TEXT_HEIGHT)
{
localCharCoord.y = DEBUG_FONT_TEXT_HEIGHT - localCharCoord.y;
asciiValue -= DEBUG_FONT_TEXT_ASCII_START; // Our font start at ASCII table 32;
uint2 asciiCoord = uint2(asciiValue % DEBUG_FONT_TEXT_COUNT_X, asciiValue / DEBUG_FONT_TEXT_COUNT_X);
// Unorm coordinate inside the font texture
uint2 unormTexCoord = asciiCoord * uint2(DEBUG_FONT_TEXT_WIDTH, DEBUG_FONT_TEXT_HEIGHT) + localCharCoord;
// normalized coordinate
float2 normTexCoord = float2(unormTexCoord) / float2(DEBUG_FONT_TEXT_WIDTH * DEBUG_FONT_TEXT_COUNT_X, DEBUG_FONT_TEXT_HEIGHT * DEBUG_FONT_TEXT_COUNT_Y);
#if UNITY_UV_STARTS_AT_TOP
normTexCoord.y = 1.0 - normTexCoord.y;
#endif
float charColor = SAMPLE_TEXTURE2D_LOD(_DebugFont, s_point_clamp_sampler, normTexCoord, 0).r;
color = color * (1.0 - charColor) + charColor * fontColor;
}
fixedUnormCoord.x += DEBUG_FONT_TEXT_SCALE_WIDTH * direction;
}
// Shortcut to not have to file direction
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 1);
}
// Draw a signed integer
// Can't display more than 16 digit
// The two following parameter are for float representation
// leading0 is used when drawing frac part of a float to draw the leading 0 (call is in charge of it)
// forceNegativeSign is used to force to display a negative sign as -0 is not recognize
void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int leading0, bool forceNegativeSign)
{
const uint maxStringSize = 16;
uint absIntValue = abs(intValue);
// 1. Get size of the number of display
int numEntries = min((intValue == 0 ? 0 : log10(absIntValue)) + ((intValue < 0 || forceNegativeSign) ? 1 : 0) + leading0, maxStringSize);
// 2. Shift curseur to last location as we will go reverse
fixedUnormCoord.x += numEntries * DEBUG_FONT_TEXT_SCALE_WIDTH;
// 3. Display the number
for (uint j = 0; j < maxStringSize; ++j)
{
// Numeric value incurrent font start on the second row at 0
DrawCharacter((absIntValue % 10) + '0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
if (absIntValue < 10)
break;
absIntValue /= 10;
}
// 4. Display leading 0
if (leading0 > 0)
{
for (int i = 0; i < leading0; ++i)
{
DrawCharacter('0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
}
}
// 5. Display sign
if (intValue < 0 || forceNegativeSign)
{
DrawCharacter('-', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
}
// 6. Reset cursor at end location
fixedUnormCoord.x += (numEntries + 2) * DEBUG_FONT_TEXT_SCALE_WIDTH;
}
void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, false);
}
void DrawFloat(float floatValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
if (IsNaN(floatValue))
{
DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
DrawCharacter('a', fontColor, currentUnormCoord, fixedUnormCoord, color);
DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
}
else
{
int intValue = int(floatValue);
bool forceNegativeSign = floatValue >= 0.0f ? false : true;
DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, forceNegativeSign);
DrawCharacter('.', fontColor, currentUnormCoord, fixedUnormCoord, color);
int fracValue = int(frac(abs(floatValue)) * 1e6); // 6 digit
int leading0 = 6 - (int(log10(fracValue)) + 1); // Counting leading0 to add in front of the float
DrawInteger(fracValue, fontColor, currentUnormCoord, fixedUnormCoord, color, leading0, false);
}
}
// Debug rendering is performed at the end of the frame (after post-processing).
// Debug textures are never flipped upside-down automatically. Therefore, we must always flip manually.
bool ShouldFlipDebugTexture()
{
#if UNITY_UV_STARTS_AT_TOP
return (_ProjectionParams.x > 0);
#else
return (_ProjectionParams.x < 0);
#endif
}
#endif

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//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#ifndef DECODEDEPTHNORMALS_INCLUDED
#define DECODEDEPTHNORMALS_INCLUDED
inline float DecodeFloatRG(float2 enc) {
float2 kDecodeDot = float2(1.0, 1 / 255.0);
return dot(enc, kDecodeDot);
}
inline float3 DecodeViewNormalStereo(float4 enc4) {
float kScale = 1.7777;
float3 nn = enc4.xyz * float3(2 * kScale, 2 * kScale, 0) + float3(-kScale, -kScale, 1);
float g = 2.0 / dot(nn.xyz, nn.xyz);
float3 n;
n.xy = g * nn.xy;
n.z = g - 1;
return n;
}
inline void DecodeDepthNormal(float4 enc, out float depth, out float3 normal) {
depth = DecodeFloatRG(enc.zw);
normal = DecodeViewNormalStereo(enc);
}
#endif

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, float3 mainLihgtDirection, float3 mainLightColor, out float inverseClipping, out float channelOutAlpha, out UTSData utsData)
{
channelOutAlpha = 1.0f;
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);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
/* todo. these should be put int a struct */
float4 Set_UV0 = input.texCoord0;
float3x3 tangentTransform = input.tangentToWorld;
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
float4 n = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, Set_UV0.xy);
// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
float3 normalLocal = _NormalMap_var.rgb;
utsData.normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals
float4 _BaseColorMap_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
float3 i_normalDir = surfaceData.normalWS;
utsData.viewDirection = V;
/* to here todo. these should be put int a struct */
//v.2.0.4
#if defined(_IS_CLIPPING_MODE)
//DoubleShadeWithFeather_Clipping
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_Clipping = saturate((lerp(_ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping) + _Clipping_Level));
clip(Set_Clipping - 0.5);
#elif defined(_IS_CLIPPING_TRANSMODE) || defined(_IS_TRANSCLIPPING_ON)
//DoubleShadeWithFeather_TransClipping
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_BaseColorMapAlpha = _BaseColorMap_var.a;
float _IsBaseMapAlphaAsClippingMask_var = lerp(_ClippingMask_var.r, Set_BaseColorMapAlpha, _IsBaseMapAlphaAsClippingMask);
float _Inverse_Clipping_var = lerp(_IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping);
float Set_Clipping = saturate((_Inverse_Clipping_var + _Clipping_Level));
clip(Set_Clipping - 0.5);
inverseClipping = _Inverse_Clipping_var;
#elif defined(_IS_CLIPPING_OFF) || defined(_IS_TRANSCLIPPING_OFF)
//DoubleShadeWithFeather
#endif
float shadowAttenuation = (float)lightLoopContext.shadowValue;
// float4 tmpColor = EvaluateLight_Directional(context, posInput, _DirectionalLightDatas[mainLightIndex]);
// float3 mainLightColor = tmpColor.xyz;
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
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));
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
float3 lightDirection = normalize(lerp(defaultLightDirection, mainLihgtDirection.xyz, any(mainLihgtDirection.xyz)));
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
float3 originalLightColor = mainLightColor;
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
////// Lighting:
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
//v.2.0.5
_Color = _BaseColor;
float3 Set_LightColor = lightColor.rgb;
float3 Set_BaseColor = lerp((_BaseColorMap_var.rgb * _BaseColor.rgb), ((_BaseColorMap_var.rgb * _BaseColor.rgb) * Set_LightColor), _Is_LightColor_Base);
float3 clippingColor = float3(1.0f, 1.0f, 1.0f);
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 5)
{
clippingColor = float3(0.0f, 0.0f, 0.0f);
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 1)
{
clippingColor = Set_BaseColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
float3 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode).xyz;
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
Set_BaseColor = lerp(Set_BaseColor, overridingColor, maskEnabled);
Set_BaseColor *= _BaseColorVisible;
float Set_BaseColorAlpha = _BaseColorVisible;
#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)), _BaseColorMap_var, _Use_BaseAs1st);
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 2)
{
clippingColor = Set_1st_ShadeColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor.xyz, maskEnabled);
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
}
float Set_1st_ShadeAlpha = _FirstShadeVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY
//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);
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition));
float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition));
float _1stColorFeatherForMask = lerp(_BaseShade_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
float _2ndColorFeatherForMask = lerp(_1st2nd_Shades_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
//v.2.0.6
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
float _SystemShadowsLevel_var = (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel > 0.001 ? (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel : 0.0001;
float Set_FinalShadowMask = saturate((1.0 + ((lerp(_HalfLambert_var, _HalfLambert_var * saturate(_SystemShadowsLevel_var), _Set_SystemShadowsToBase) - (_BaseColor_Step - _1stColorFeatherForMask)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0)) / (_BaseColor_Step - (_BaseColor_Step - _1stColorFeatherForMask))));
//
//Composition: 3 Basic Colors as Set_FinalBaseColor
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 3)
{
clippingColor = Set_2nd_ShadeColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor.xyz, maskEnabled);
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
}
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY
float3 Set_FinalBaseColor = lerp(Set_BaseColor, lerp(Set_1st_ShadeColor, Set_2nd_ShadeColor, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask); // Final Color
channelOutAlpha = lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask);
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(_HighColor_Power, 5)))), pow(abs(_Specular_var), exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
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
if (_ClippingMatteMode == 4)
{
clippingColor = _HighColorWithOutTweak_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
//Composition: 3 Basic Colors and HighColor as Set_HighColor
#ifdef UTS_LAYER_VISIBILITY
float3 Set_HighColor;
{
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
_HighColor_var *= _HighlightVisible;
Set_HighColor =
lerp(SATURATE_IF_SDR(Set_FinalBaseColor - _TweakHighColorMask_var), Set_FinalBaseColor,
lerp(_Is_BlendAddToHiColor, 1.0
, _Is_SpecularToHighColor));
float3 addColor =
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
, _Is_UseTweakHighColorOnShadow);
Set_HighColor += addColor;
if (any(addColor))
{
Set_HighColor = lerp(Set_HighColor, overridingColor.xyz, maskEnabled);
channelOutAlpha = _HighlightVisible;
}
}
#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
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = abs((1.0 - dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToRimLight), utsData.viewDirection)));
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(i_normalDir, lightDirection) + 0.5;
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
#ifdef UTS_LAYER_VISIBILITY
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
float Set_RimLightAlpha = _RimLightVisible;
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 *= _RimLightVisible;
float3 _RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
if (any(Set_RimLight) * maskRimEnabled)
{
_RimLight_var = overridingRimColor.xyz;
channelOutAlpha = Set_RimLightAlpha;
}
#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));
//Composition: HighColor and RimLight as _RimLight_var
float3 _RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
#endif
//Matcap
//v.2.0.6 : CameraRolling Stabilizer
//Mirror Script Determination: if sign_Mirror = -1, determine "Inside the mirror".
//v.2.0.7
utsData.signMirror = 0.0; // i.mirrorFlag; todo.
float3 _Camera_Right = UNITY_MATRIX_V[0].xyz;
float3 _Camera_Front = UNITY_MATRIX_V[2].xyz;
float3 _Up_Unit = float3(0, 1, 0);
float3 _Right_Axis = cross(_Camera_Front, _Up_Unit);
//Invert if it's "inside the mirror".
if (utsData.signMirror < 0) {
_Right_Axis = -1 * _Right_Axis;
_Rotate_MatCapUV = -1 * _Rotate_MatCapUV;
}
else {
_Right_Axis = _Right_Axis;
}
float _Camera_Right_Magnitude = sqrt(_Camera_Right.x * _Camera_Right.x + _Camera_Right.y * _Camera_Right.y + _Camera_Right.z * _Camera_Right.z);
float _Right_Axis_Magnitude = sqrt(_Right_Axis.x * _Right_Axis.x + _Right_Axis.y * _Right_Axis.y + _Right_Axis.z * _Right_Axis.z);
float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude);
utsData.cameraRoll = acos(clamp(_Camera_Roll_Cos, -1, 1));
utsData.cameraDir = _Camera_Right.y < 0 ? -1 : 1;
float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV * 3.141592654) - utsData.cameraDir * utsData.cameraRoll * _CameraRolling_Stabilizer;
//v.2.0.7
float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0.xy, (_Rotate_NormalMapForMatCapUV * 3.141592654f), float2(0.5, 0.5), 1.0);
//V.2.0.6
float3 _NormalMapForMatCap_var = UnpackNormalScale(tex2D(_NormalMapForMatCap, TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)), _BumpScaleMatcap);
//v.2.0.5: MatCap with camera skew correction
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp(i_normalDir, mul(_NormalMapForMatCap_var.rgb, tangentTransform).rgb, _Is_NormalMapForMatCap), 0))).rgb;
float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatcapUV_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatcapUV_Base * dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail) / NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail;
float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal, viewNormal, _Is_Ortho).rg * 0.5) + 0.5;
//v.2.0.7
float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0 + _Tweak_MatCapUV)) * (1.0 - 0.0)) / ((1.0 - _Tweak_MatCapUV) - (0.0 + _Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0);
//Invert if it's "inside the mirror".
if (utsData.signMirror < 0) {
_Rot_MatCapUV_var.x = 1 - _Rot_MatCapUV_var.x;
}
else {
_Rot_MatCapUV_var = _Rot_MatCapUV_var;
}
//v.2.0.6 : LOD of Matcap
//
//MatcapMask
float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler, float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler), 0.0, _BlurLevelMatcap));
float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask, TRANSFORM_TEX(Set_UV0, _Set_MatcapMask));
float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel);
//
float3 _Is_LightColor_MatCap_var = lerp((_MatCap_Sampler_var.rgb * _MatCapColor.rgb), ((_MatCap_Sampler_var.rgb * _MatCapColor.rgb) * Set_LightColor), _Is_LightColor_MatCap);
//v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply
float3 Set_MatCap = lerp(_Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakMatCapOnShadow)) + lerp(Set_HighColor * Set_FinalShadowMask * (1.0 - _TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow);
//
//Composition: RimLight and MatCap as finalColor
//Broke down finalColor composition
float3 matCapColorOnAddMode = _RimLight_var + Set_MatCap * _Tweak_MatcapMaskLevel_var;
float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp(1.0, (1.0 - (Set_FinalShadowMask) * (1.0 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow);
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);
float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
//
//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
float3 envLightColor = DecodeLightProbe(utsData.normalDirection) < float3(1, 1, 1) ? DecodeLightProbe(utsData.normalDirection) : float3(1, 1, 1);
float envLightIntensity = 0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b < 1 ? (0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b) : 1;
finalColor = SATURATE_IF_SDR(finalColor) + (envLightColor * envLightIntensity * _GI_Intensity * smoothstep(1, 0, envLightIntensity / 2)) + emissive;
return finalColor;
}

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
float3 UTS_OtherLights(FragInputs input, float3 i_normalDir,
float3 additionalLightColor, float3 lightDirection, float notDirectional, out float channelOutAlpha)
{
channelOutAlpha = 1.0f;
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
return float3(0.0f, 0.0f, 0.0f);
}
#endif // _IS_CLIPPING_MATTE
/* todo. these should be put into struct */
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
float4 Set_UV0 = input.texCoord0;
float3x3 tangentTransform = input.tangentToWorld;
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
float4 n = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, Set_UV0.xy, 0);
// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals
// float3 i_normalDir = surfaceData.normalWS;
float3 viewDirection = V;
float4 _MainTex_var = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex), 0.0f);
/* end of todo.*/
//v.2.0.5:
float3 addPassLightColor = (0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5) * additionalLightColor.rgb;
float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(0, lerp(addPassLightColor, lerp(0, min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional), _Is_Filter_LightColor));
float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
//v.2.0.5:
_BaseColor_Step = saturate(_BaseColor_Step + _StepOffset);
_ShadeColor_Step = saturate(_ShadeColor_Step + _StepOffset);
//
//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
float _LightIntensity = lerp(0, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b), notDirectional);
//v.2.0.5: Filtering the high intensity zone of PointLights
float3 Set_LightColor = lightColor;
//
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
#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.xyz, maskEnabled);
Set_BaseColor *= _BaseColorVisible;
float Set_BaseColorAlpha = _BaseColorVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap),0.0f), _MainTex_var, _Use_BaseAs1st);
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor.xyz, maskEnabled);
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
}
float Set_1st_ShadeAlpha = _FirstShadeVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap), 0.0), _1st_ShadeMap_var, _Use_1stAs2nd);
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
float4 _Set_2nd_ShadePosition_var = tex2Dlod(_Set_2nd_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition),0.0f,0.0f));
float4 _Set_1st_ShadePosition_var = tex2Dlod(_Set_1st_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition),0.0f, 0.0f));
//v.2.0.5:
float _1stColorFeatherForMask = lerp(_BaseShade_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
float _2ndColorFeatherForMask = lerp(_1st2nd_Shades_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
float Set_FinalShadowMask = saturate((1.0 + ((lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase) - (_BaseColor_Step - _1stColorFeatherForMask)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0)) / (_BaseColor_Step - (_BaseColor_Step - _1stColorFeatherForMask))));
//Composition: 3 Basic Colors as finalColor
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor.xyz, maskEnabled);
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
}
#endif //#ifdef UTS_LAYER_VISIBILITY
float3 finalColor = lerp(Set_BaseColor, lerp(Set_1st_ShadeColor, Set_2nd_ShadeColor, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask); // Final Color
#ifdef UTS_LAYER_VISIBILITY
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
channelOutAlpha = lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask);
#endif
//v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
float4 _Set_HighColorMask_var = tex2Dlod(_Set_HighColorMask, float4(TRANSFORM_TEX(Set_UV0, _Set_HighColorMask),0.0f,0.0f));
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(abs(_HighColor_Power), 5)))), pow(abs(_Specular_var), exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
float4 _HighColor_Tex_var = tex2Dlod(_HighColor_Tex, float4( TRANSFORM_TEX(Set_UV0, _HighColor_Tex),0.0f,0.0f));
float3 _HighColor_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
_HighColor_var *= _TweakHighColorMask_var;
_HighColor_var *= _HighlightVisible;
finalColor =
lerp(saturate(finalColor - _TweakHighColorMask_var), finalColor,
lerp(_Is_BlendAddToHiColor, 1.0
, _Is_SpecularToHighColor));
float3 addColor =
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
, _Is_UseTweakHighColorOnShadow);
finalColor += addColor;
if (any(addColor))
{
finalColor = lerp(finalColor, overridingColor.xyz, maskEnabled);
channelOutAlpha = _HighlightVisible;
}
}
#else
_HighColor_var *= _TweakHighColorMask_var;
finalColor = finalColor + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
#endif //#ifdef UTS_LAYER_VISIBILITY
//
finalColor = SATURATE_IF_SDR(finalColor);
// pointLightColor += finalColor;
return finalColor;
}

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#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1 - 0.04)
// _preIntegratedFGD and _CubemapLD are unique for each BRDF
IndirectLighting EvaluateBSDF_Env(LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData,
int influenceShapeType,
inout float hierarchyWeight)
{
IndirectLighting lighting;
ZERO_INITIALIZE(IndirectLighting, lighting);
float3 envLighting;
float weight = 1.0;
float3 R = reflect(-V, bsdfData.normalWS);
EvaluateLight_EnvIntersection(posInput.positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
// 31 bit index, 1 bit cache type
uint cacheType = IsEnvIndexCubemap(lightData.envIndex) ? ENVCACHETYPE_CUBEMAP : ENVCACHETYPE_TEXTURE2D;
// Index start at 1, because -0 == 0, so we can't known which cache to sample for that index. Thus it is invalid.
int index = abs(lightData.envIndex) - 1;
float lod = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections;
float2 atlasCoords = GetReflectionAtlasCoordsCube(CUBE_SCALE_OFFSET[index], R, lod);
// No distance based roughness for simple lit
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC);
weight *= preLD.a; // Used by planar reflection to discard pixel
//envLighting = F_Schlick(bsdfData.fresnel0, dot(bsdfData.normalWS, V)) * preLD.rgb;
envLighting = preLD.rgb;
UpdateLightingHierarchyWeights(hierarchyWeight, weight);
envLighting *= weight * lightData.multiplier;
lighting.specularReflected = envLighting;
return lighting;
}
float4 ComputeReflection(LightLoopContext context, PositionInputs posInput, PreLightData preLightData, BuiltinData builtinData, float3 V, float lod, BSDFData bsdfData)
{
float3 refcolor = 0;
float reflectionHierarchyWeight = 0.0; // Max: 1.0
uint envLightStart, envLightCount;
// Fetch first env light to provide the scene proxy for screen space computation
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
envLightCount = _EnvLightCount;
envLightStart = 0;
#endif
bool fastPath = false;
#if SCALARIZE_LIGHT_LOOP
uint envStartFirstLane;
fastPath = IsFastPath(envLightStart, envStartFirstLane);
#endif
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
#if SCALARIZE_LIGHT_LOOP
if (fastPath)
{
envLightStart = envStartFirstLane;
}
#endif
// Scalarized loop, same rationale of the punctual light version
uint v_envLightListOffset = 0;
uint v_envLightIdx = envLightStart;
#if NEED_TO_CHECK_HELPER_LANE
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
// sure it will not happen.
bool isHelperLane = WaveIsHelperLane();
while (!isHelperLane && v_envLightListOffset < envLightCount)
#else
while (v_envLightListOffset < envLightCount)
#endif
{
v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
#if SCALARIZE_LIGHT_LOOP
uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
#else
uint s_envLightIdx = v_envLightIdx;
#endif
if (s_envLightIdx == -1)
break;
EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx); // Scalar load.
// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
// end up with a unique v_envLightIdx value that is smaller than s_envLightIdx hence being stuck in a loop. All the active lanes will not have this problem.
if (s_envLightIdx >= v_envLightIdx)
{
v_envLightListOffset++;
if (reflectionHierarchyWeight < 1.0)
{
if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
{
IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, reflectionHierarchyWeight);
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
float3 lightInReflDir = float3(-1, -1, -1);
if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
{
float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
lighting.specularReflected *= factor;
}
#endif
refcolor += lighting.specularReflected;
}
}
}
}
return float4(refcolor.r, refcolor.g, refcolor.b, reflectionHierarchyWeight);
}
float3 ComputeFresnelLerp(float3 c0, float3 c1, float cosA)
{
float t = pow(1 - cosA, 5);
return lerp(c0, c1, t);
}
float3 ComputeIndirectDiffuse(PositionInputs posInput, BSDFData bsdfData, float3 V)
{
float3 indirectDiffuse = 0.0;
if(_ID_Intensity > 0)
{
#ifdef _PBR_Mode_ANISO
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
#endif
float NdotV = saturate(dot(bsdfData.normalWS, V));
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
BuiltinData apvBuiltinData;
ZERO_INITIALIZE(BuiltinData, apvBuiltinData);
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), 0.0, 0.0, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
#else
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), bsdfData.normalWS, -bsdfData.normalWS, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
#endif
float3 probeDiffuse = apvBuiltinData.bakeDiffuseLighting * GetCurrentExposureMultiplier();
indirectDiffuse = probeDiffuse;
#else
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
indirectDiffuse = EvaluateAmbientProbe(0.0) * GetCurrentExposureMultiplier();
#else
indirectDiffuse = EvaluateAmbientProbe(bsdfData.normalWS) * GetCurrentExposureMultiplier();
#endif
#endif
//SSGI
if(_ReceivesSSGI == 1)
{
float4 ssgiLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS);
ssgiLighting *= _GIMultiplier;
indirectDiffuse = lerp(indirectDiffuse, ssgiLighting.rgb, ssgiLighting.a);
}
//Compelete the indirect lighting
indirectDiffuse = indirectDiffuse * bsdfData.diffuseColor * _BaseColor;
//SSAO
if(_ReceivesSSAO == 1)
{
AmbientOcclusionFactor aoFactor;
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
indirectDiffuse *= lerp(_AOMin, 1, aoFactor.indirectAmbientOcclusion);
}
indirectDiffuse = indirectDiffuse * bsdfData.ambientOcclusion;
}
return indirectDiffuse;
}
float3 ComputeIndirectSpecular(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, SurfaceData surfaceData, BuiltinData builtinData, float3 V)
{
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
return 0;
#else
float3 indirectSpecular = 0;
if(_IR_Intensity > 0)
{
#ifdef _PBR_Mode_ANISO
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
#endif
float3 albedo = _BaseColor.rgb * surfaceData.baseColor;
float mip = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
float NdotV = saturate(dot(bsdfData.normalWS, V));
indirectSpecular = SampleSkyTexture(reflect(-V, bsdfData.normalWS), mip, 0).rgb;
float3 specColor = lerp(unity_ColorSpaceDielectricSpec, albedo, surfaceData.metallic);;
float oneMinusReflectivity = unity_ColorSpaceDielectricSpec.a * (1 - surfaceData.metallic);
float grazingTerm = saturate((1 - bsdfData.perceptualRoughness) + (1 - oneMinusReflectivity));
//Reflection Probe
float4 refProbe = ComputeReflection(lightLoopContext, posInput, preLightData, builtinData, V, mip, bsdfData);
indirectSpecular = lerp(indirectSpecular, refProbe.rgb, refProbe.a);
//SSR
if(_ReceivesSSR == 1)
{
float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
InversePreExposeSsrLighting(ssrLighting);
ApplyScreenSpaceReflectionWeight(ssrLighting);
indirectSpecular = lerp(indirectSpecular, ssrLighting.rgb, ssrLighting.a);
}
//Compelete the indirect lighting
indirectSpecular = indirectSpecular * ComputeFresnelLerp(specColor, grazingTerm, NdotV) * GetCurrentExposureMultiplier();
// Occlusion
if(_ReceivesSSAO == 1)
{
AmbientOcclusionFactor aoFactor;
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
indirectSpecular *= lerp(_AOMin, 1, aoFactor.indirectSpecularOcclusion);
}
indirectSpecular = indirectSpecular * bsdfData.specularOcclusion;
}
return indirectSpecular;
#endif
}

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float StepAntiAliasing(float x, float y)
{
float v = x - y;
return saturate(v / (fwidth(v)+HALF_MIN));//fwidth(x) = abs(ddx(x) + ddy(x))
}
float Remap(float In, float2 InMinMax, float2 OutMinMax)
{
return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
float3 ToonMaping(float3 x)
{
x = x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14);
return x;
}
float3 GetSmoothedWorldNormal(float2 uv, float3x3 t_tbn)
{
float3 normal = float3(uv, 0);
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return mul(normal, t_tbn);
}

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#ifndef UCTS_HDRP_INCLUDED
#define UCTS_HDRP_INCLUDED
#define UCTS_HDRP 1
#define UTS_LAYER_VISIBILITY
#ifndef DIRECTIONAL
# define DIRECTIONAL
#endif
#define FP_BUFFER 1
#if FP_BUFFER
#define SATURATE_IF_SDR(x) (x)
#define SATURATE_BASE_COLOR_IF_SDR(x) (x)
#else
#define SATURATE_IF_SDR(x) saturate(x)
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
#endif
struct UTSData
{
float3 viewDirection;
float3 normalDirection;
fixed cameraDir;
float cameraRoll;
fixed signMirror;
};
struct UTSLightData
{
float3 lightDirection;
float3 lightColor;
float diffuseDimmer;
float specularDimmer;
float3 shadowTint;
float penumbraTint;
};
struct UTSAggregateLighting
{
float3 directDiffuse;
float3 directSpecular;
float3 indirectDiffuse;
float3 indirectSpecular;
};
float3 AccumulateAggregateLighting(UTSAggregateLighting aggregateLighting)
{
return SATURATE_IF_SDR(aggregateLighting.directDiffuse + aggregateLighting.directSpecular) + aggregateLighting.indirectDiffuse + aggregateLighting.indirectSpecular;
}
#if defined(UNITY_PASS_PREPASSBASE) || defined(UNITY_PASS_DEFERRED) || defined(UNITY_PASS_SHADOWCASTER)
#undef FOG_LINEAR
#undef FOG_EXP
#undef FOG_EXP2
#endif
#if 1
// Legacy for compatibility with existing shaders
inline bool IsGammaSpace()
{
#ifdef UNITY_COLORSPACE_GAMMA
return true;
#else
return false;
#endif
}
// normal should be normalized, w=1.0
half3 SHEvalLinearL0L1(half4 normal)
{
half3 x;
// Linear (L1) + constant (L0) polynomial terms
x.r = dot(unity_SHAr, normal);
x.g = dot(unity_SHAg, normal);
x.b = dot(unity_SHAb, normal);
return x;
}
// normal should be normalized, w=1.0
half3 SHEvalLinearL2(half4 normal)
{
half3 x1, x2;
// 4 of the quadratic (L2) polynomials
half4 vB = normal.xyzz * normal.yzzx;
x1.r = dot(unity_SHBr, vB);
x1.g = dot(unity_SHBg, vB);
x1.b = dot(unity_SHBb, vB);
// Final (5th) quadratic (L2) polynomial
half vC = normal.x * normal.x - normal.y * normal.y;
x2 = unity_SHC.rgb * vC;
return x1 + x2;
}
// normal should be normalized, w=1.0
// output in active color space
half3 ShadeSH9(half4 normal)
{
// Linear + constant polynomial terms
half3 res = SHEvalLinearL0L1(normal);
// Quadratic polynomials
res += SHEvalLinearL2(normal);
# ifdef UNITY_COLORSPACE_GAMMA
res = LinearToGammaSpace(res);
# endif
return res;
}
float3 DecodeLightProbe(float3 N) {
return ShadeSH9(float4(N, 1));
}
inline float GammaToLinearSpaceExact(float value)
{
if (value <= 0.04045F)
return value / 12.92F;
else if (value < 1.0F)
return pow((value + 0.055F) / 1.055F, 2.4F);
else
return pow(value, 2.2F);
}
inline float3 GammaToLinearSpace(float3 sRGB)
{
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h);
// Precise version, useful for debugging.
//return half3(GammaToLinearSpaceExact(sRGB.r), GammaToLinearSpaceExact(sRGB.g), GammaToLinearSpaceExact(sRGB.b));
}
inline float LinearToGammaSpaceExact(float value)
{
if (value <= 0.0F)
return 0.0F;
else if (value <= 0.0031308F)
return 12.92F * value;
else if (value < 1.0F)
return 1.055F * pow(value, 0.4166667F) - 0.055F;
else
return pow(value, 0.45454545F);
}
inline float3 LinearToGammaSpace(float3 linRGB)
{
linRGB = max(linRGB, float3(0.h, 0.h, 0.h));
// An almost-perfect approximation from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
// Exact version, useful for debugging.
//return half3(LinearToGammaSpaceExact(linRGB.r), LinearToGammaSpaceExact(linRGB.g), LinearToGammaSpaceExact(linRGB.b));
}
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#define UNITY_FOG_COORDS(idx) UNITY_FOG_COORDS_PACKED(idx, float1)
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
// mobile or SM2.0: calculate fog factor per-vertex
#define UNITY_TRANSFER_FOG(o,outpos) UNITY_CALC_FOG_FACTOR((outpos).z); o.fogCoord.x = unityFogFactor
#else
// SM3.0 and PC/console: calculate fog distance per-vertex, and fog factor per-pixel
#define UNITY_TRANSFER_FOG(o,outpos) o.fogCoord.x = (outpos).z
#endif
#else
#define UNITY_FOG_COORDS(idx)
#define UNITY_TRANSFER_FOG(o,outpos)
#endif
#define UNITY_FOG_LERP_COLOR(col,fogCol,fogFac) col.rgb = lerp((fogCol).rgb, (col).rgb, saturate(fogFac))
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
// mobile or SM2.0: fog factor was already calculated per-vertex, so just lerp the color
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_FOG_LERP_COLOR(col,fogCol,(coord).x)
#else
// SM3.0 and PC/console: calculate fog factor and lerp fog color
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_CALC_FOG_FACTOR((coord).x); UNITY_FOG_LERP_COLOR(col,fogCol,unityFogFactor)
#endif
#else
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol)
#endif
#ifdef UNITY_PASS_FORWARDADD
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,fixed4(0,0,0,0))
#else
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
#endif
#endif //#if false
#ifdef DIRECTIONAL
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a)
#endif
// Transforms 2D UV by scale/bias property
//#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
#define UCTS_TEXTURE2D(tex,name) SAMPLE_TEXTURE2D(tex,sampler##tex,TRANSFORM_TEX(name, tex));
inline float4 UnityObjectToClipPosInstanced(in float3 pos)
{
// return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorldArray[unity_InstanceID], float4(pos, 1.0)));
// todo. right?
return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 1.0)));
}
inline float4 UnityObjectToClipPosInstanced(float4 pos)
{
return UnityObjectToClipPosInstanced(pos.xyz);
}
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
inline float3 UnityObjectToWorldNormal( in float3 norm )
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
return UnityObjectToWorldDir(norm);
#else
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
return normalize(mul(norm, (float3x3)UNITY_MATRIX_M));
#endif
}
// normal should be normalized, w=1.0
float3 SHEvalLinearL0L1 (float4 normal)
{
float3 x;
// Linear (L1) + constant (L0) polynomial terms
x.r = dot(unity_SHAr,normal);
x.g = dot(unity_SHAg,normal);
x.b = dot(unity_SHAb,normal);
return x;
}
// normal should be normalized, w=1.0
float3 SHEvalLinearL2 (float4 normal)
{
float3 x1, x2;
// 4 of the quadratic (L2) polynomials
float4 vB = normal.xyzz * normal.yzzx;
x1.r = dot(unity_SHBr,vB);
x1.g = dot(unity_SHBg,vB);
x1.b = dot(unity_SHBb,vB);
// Final (5th) quadratic (L2) polynomial
half vC = normal.x*normal.x - normal.y*normal.y;
x2 = unity_SHC.rgb * vC;
return x1 + x2;
}
// normal should be normalized, w=1.0
// output in active color space
float3 ShadeSH9 (float4 normal)
{
// Linear + constant polynomial terms
float3 res = SHEvalLinearL0L1 (normal);
// Quadratic polynomials
res += SHEvalLinearL2 (normal);
# ifdef UNITY_COLORSPACE_GAMMA
res = LinearToGammaSpace (res);
# endif
return res;
}
float rateR = 0.299;
float rateG = 0.587;
float rateB = 0.114;
float3 SampleBakedGI_UTS(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool needToIncludeAPV = false)
{
float3 bakeDiffuseLighting = float3(0, 0, 0);
float3 backBakeDiffuseLighting = float3(0, 0, 0);
float3 backNormalWS = float3(0, 0, 0);
#if !defined(_SURFACE_TYPE_TRANSPARENT) && (SHADERPASS != SHADERPASS_RAYTRACING_INDIRECT) && (SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER)
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF
#if (SHADERPASS == SHADERPASS_GBUFER)
&& _IndirectDiffuseMode != INDIRECTDIFFUSEMODE_MIXED && _ReflectionsMode != REFLECTIONSMODE_MIXED
#endif
)
return bakeDiffuseLighting;
#endif
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
if (needToIncludeAPV)
{
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
}
#else
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
#if defined(SHADER_STAGE_RAY_TRACING)
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
#endif
#endif
return bakeDiffuseLighting;
}
#endif //#ifndef UCTS_HDRP_INCLUDED

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#undef unity_ObjectToWorld
#undef unity_WorldToObject
float4 _LightColor0; // not referenced in c# code ??
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
// PackedVaryingsType
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
// VaryingsType
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
varyingsType.vmesh.
#include "HDRPToonOutlineVertMain.hlsl"
return MotionVectorVS(varyingsType, inputMesh, inputPass);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
MotionVectorPositionZBias(output);
output.vpass.positionCS = input.vpass.positionCS;
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
#include "HDRPToonOutlineVertMain.hlsl"
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#ifdef TESSELLATION_ON
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag(PackedVaryingsToPS packedInput,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0, // outSpecularLighting
#ifdef UNITY_VIRTUAL_TEXTURING
out float4 outVTFeedback : VT_BUFFER_TARGET,
#endif
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
, out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#endif // OUTPUT_SPLIT_LIGHTING
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
#ifdef _IS_CLIPPING_MASK
if (_ClippingMaskMode != 0)
{
discard;
}
#endif
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
discard;
}
#endif // _IS_CLIPPING_MATTE
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
discard;
#endif
//v.2.0.5
if (_ZOverDrawMode > 0.99f)
{
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
return;
}
_Color = _BaseColor;
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
float4 Set_UV0 = input.texCoord0;
// The following temporary definition of unity_AmbientEquator is for HDRP only.
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
//v.2.0.9
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0)) * 10.0;
float3 envLightSource_SkyboxIntensity = max(
SampleBakedGI_UTS(objPos, float3(0.0, 0.0, 0.0), input.texCoord1.xy, input.texCoord2.xy, true),
SampleBakedGI_UTS(objPos, float3(0.0, -1.0, 0.0), input.texCoord1.xy, input.texCoord2.xy, true)
).rgb;
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
ambientSkyColor *= GetCurrentExposureMultiplier() * 5.0f;
float4 _MainTex_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _MainTex));
float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb;
float3 _Is_BlendBaseColor_var = lerp(_Outline_Color.rgb * ambientSkyColor, (_Outline_Color.rgb * ambientSkyColor * Set_BaseColor * Set_BaseColor), _Is_BlendBaseColor);
//
float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)).xyz;
float4 overridingColor = lerp(_OutlineMaskColor, float4(_OutlineMaskColor.w, _OutlineMaskColor.w, _OutlineMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_OutlineOverridden, _ComposerMaskMode);
//v.2.0.7.5
#ifdef _IS_OUTLINE_CLIPPING_NO
float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb * ambientSkyColor, _Is_OutlineTex );
if (_OutlineVisible < 0.1)
{
// Todo.
// without this, something is drawn even if _OutlineVisible = 0, in AngelRing(HDRP)
discard;
}
Set_Outline_Color = lerp(Set_Outline_Color, overridingColor.xyz, maskEnabled);
float3 volColor, volOpacity;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity) + volColor * _OutlineVisible;
outColor =float4(Set_Outline_Color, _OutlineVisible );
#elif _IS_OUTLINE_CLIPPING_YES
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_MainTexAlpha = _MainTex_var.a;
float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask );
float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping );
float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level));
clip(Set_Clipping - 0.5);
float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var, Set_Clipping), float4((_OutlineTex_var.rgb * _Outline_Color.rgb * ambientSkyColor),Set_Clipping), _Is_OutlineTex );
Set_Outline_Color = lerp(Set_Outline_Color, overridingColor, maskEnabled);
Set_Outline_Color.w *= _OutlineVisible;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
float3 volColor, volOpacity;
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity.x) + volColor * Set_Outline_Color.w;
outColor = Set_Outline_Color;
#endif
//outColor.rgb = ambientSkyColor;
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
// End of File

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#if 1
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
float2 Set_UV0 = inputMesh.uv0;
float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler, float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler), 0.0, 0));
//v.2.0.4.3 baked Normal Texture for Outline
float3 normalDir = UnityObjectToWorldNormal(inputMesh.normalOS);
float3 tangentDir = normalize(mul(unity_ObjectToWorld, float4(inputMesh.tangentOS.xyz, 0.0)).xyz);
float3 bitangentDir = normalize(cross(normalDir, tangentDir) * inputMesh.tangentOS.w);
float3x3 tangentTransform = float3x3(tangentDir, bitangentDir, normalDir);
//UnpackNormal() can't be used, and so as follows. Do not specify a bump for the texture to be used.
float4 _BakedNormal_var = (tex2Dlod(_BakedNormal, float4(TRANSFORM_TEX(Set_UV0, _BakedNormal), 0.0, 0)) * 2 - 1);
float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform));
//end
float Set_Outline_Width = (_Outline_Width * 0.01 * smoothstep(_Farthest_Distance, _Nearest_Distance, distance(objPos.rgb, _WorldSpaceCameraPos)) * _Outline_Sampler_var.rgb).r;
Set_Outline_Width *= (1.0f - _ZOverDrawMode);
//v.2.0.7.5
float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1));
//v.2.0.7
#if defined(UNITY_REVERSED_Z)
//v.2.0.4.2 (DX)
_Offset_Z = _Offset_Z * -0.01;
#else
//OpenGL
_Offset_Z = _Offset_Z * 0.01;
#endif
float3 FinalNormal;
if(_UseSmoothedNormal == 1)
{
float3 normal = float3(inputMesh.uv1, 0);
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
FinalNormal = mul(normal, tangentTransform);
}
else
{
FinalNormal = lerp(inputMesh.normalOS, _BakedNormalDir, _Is_BakedNormal);
}
//v2.0.4
#ifdef _OUTLINE_NML
//v.2.0.4.3 baked Normal Texture for Outline
float3 normal = mul((float3x3)transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)), FinalNormal);
#elif _OUTLINE_POS
Set_Outline_Width = Set_Outline_Width * 2;
float signVar = dot(normalize(inputMesh.positionOS), normalize(inputMesh.normalOS)) < 0 ? -1 : 1;
float3 normal = mul((float3x3)transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)), signVar * normalize(inputMesh.positionOS));
#endif
// screen space width
float2 extendDir = normalize(TransformWViewToHClip(normal));
float4 clipPos = UnityObjectToClipPos(inputMesh.positionOS);
clipPos.xy += extendDir * min(_Outline_MaxWidth, (clipPos.w * Set_Outline_Width));
clipPos.z = clipPos.z + _Offset_Z * _ClipCameraPos.z;
float4 rws = mul(UNITY_MATRIX_I_P, clipPos); // use UNITY_MATRIX_I_P instead of unity_CameraInvProjection.
rws = mul(UNITY_MATRIX_I_V, rws); // use UNITY_MATRIX_I_V instead of unity_cameraToWorld.
#ifndef TESSELLATION_ON
varyingsType.vmesh.positionCS = clipPos;
#endif // TESSELLATION_ON
varyingsType.vmesh.positionRWS = rws.xyz;
#endif // #if 1

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Shader "Renderers/HairShadowRenderer"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_ColorMap("ColorMap", 2D) = "white" {}
// Transparency
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector]_BlendMode("_BlendMode", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
// #pragma enable_d3d11_debug_symbols
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "HairShadow"
Tags { "LightMode" = "HairShadow" }
Blend Off
ZWrite On
ZTest LEqual
Cull Front
HLSLPROGRAM
#define _SURFACE_TYPE_OPAQUE
// Toggle the alpha test
#define _ALPHATEST_ON
// Toggle transparency
// #define _SURFACE_TYPE_TRANSPARENT
// Toggle fog on transparent
#define _ENABLE_FOG_ON_TRANSPARENT
// List all the attributes needed in your shader (will be passed to the vertex shader)
// you can see the complete list of these attributes in VaryingMesh.hlsl
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
// List all the varyings needed in your fragment shader
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
int _HairShadowPassChannel;
TEXTURE2D(_ColorMap);
TEXTURE2D(_HairShadowTex);
SAMPLER(sampler_HairShadowTex);
// Declare properties in the UnityPerMaterial cbuffer to make the shader compatible with SRP Batcher.
CBUFFER_START(UnityPerMaterial)
float4 _ColorMap_ST;
float4 _Color;
float _AlphaCutoff;
float _BlendMode;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersV2.hlsl"
// If you need to modify the vertex datas, you can uncomment this code
// Note: all the transformations here are done in object space
// #define HAVE_MESH_MODIFICATION
// AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
// {
// input.positionOS += input.normalOS * 0.0001; // inflate a bit the mesh to avoid z-fight
// return input;
// }
// Put the code to render the objects in your custom pass in this function
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
float cDepth = SampleCameraDepth(posInput.positionNDC);
float mDepth = posInput.deviceDepth;
float opacity = 1;
// const float3 color = float3(LinearEyeDepth(posInput.deviceDepth, _ZBufferParams), 0, 0);
// A manual depth test is needed here. Custom pass will always draw with no regard of depth.
// This test was given a quite large leeway to avoid discarding when cDepth = mDepth [Suomi, 20230915]
//float3 color = float3(cDepth < mDepth + 0.01 ? mDepth : 0, 0, 0); // Can get that in HDRP directly
float3 color = float3(0, 0, 0);
color.r = mDepth;
#ifdef _ALPHATEST_ON
DoAlphaTest(opacity, _AlphaCutoff);
#endif
// Write back the data to the output structures
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
ZERO_INITIALIZE(SurfaceData, surfaceData);
builtinData.opacity = opacity;
builtinData.emissiveColor = float3(0, 0, 0);
surfaceData.color = color;
}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}

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#define unity_ColorSpaceDielectricSpec half4(0.22, 0.22, 0.22, 0.779)
float3 schlick(float f0, float hl) {
real x = 1.0 - hl;
real x2 = x * x;
real x5 = x * x2 * x2;
return (1.0 - f0) * x5 + f0;
}
float3 SpecularColor(float3 albedo, float metalic)
{
float3 specColor = lerp(unity_ColorSpaceDielectricSpec, albedo, metalic);
return specColor;
}
float RoughnessToBlinnPhongSpecularExponent(float roughness)
{
return clamp(2 * rcp(roughness * roughness) - 2, FLT_EPS, rcp(FLT_EPS));
}
float StepFeatherToon(float value,float step,float feather)
{
return saturate((value - step + feather) / feather);
}
float3 ComputeSpecularTerm(float3 V, float3 L, BSDFData bsdfData)
{
float3 specTerm;
#ifdef _PBR_Mode_OFF
return 0;
#else
float3 N = bsdfData.normalWS;
float3 H = normalize(L + V);
float NdotL = dot(N, L);
float NdotV = dot(N, V);
float clampedNdotV = ClampNdotV(NdotV);
float clampedNdotL = saturate(NdotL);
float flippedNdotL = ComputeWrappedDiffuseLighting(-NdotL, TRANSMISSION_WRAP_LIGHT);
float diffuseNdotL = clampedNdotL;
float LdotV = dot(L, V);
float NdotH = saturate(dot(N, H));
float HdotL = saturate(dot(H, L));
float3 F = schlick(bsdfData.fresnel0, HdotL);
float partLambdaV;
float3 DV = 0;
#ifdef _PBR_Mode_ST
ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, 0, bsdfData.roughnessT, bsdfData.roughnessB);
partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
// We use abs(NdotL) to handle the none case of double sided
DV = DV_SmithJointGGX(NdotH, abs(NdotL), clampedNdotV, bsdfData.roughnessT, partLambdaV);
#elif _PBR_Mode_ANISO
float TdotV = dot(bsdfData.tangentWS, V);
float BdotV = dot(bsdfData.bitangentWS, V);
ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
// For anisotropy we must not saturate these values
float TdotH = dot(bsdfData.tangentWS, H);
float TdotL = dot(bsdfData.tangentWS, L);
float BdotH = dot(bsdfData.bitangentWS, H);
float BdotL = dot(bsdfData.bitangentWS, L);
// We use abs(NdotL) to handle the none case of double sided
DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
#elif _PBR_Mode_KK
float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness));
DV = D_KajiyaKay(t, H, specularExponent);
float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
//DV *= StepFeatherToon(normalizeSpec,specularStep,specularFeather);
DV = DV * normalizeSpec * _KKColor.rgb;
#elif _PBR_Mode_TOON
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
specTerm = pow(NdotH, 5.0 * specularExponent);
specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
return specTerm * unity_ColorSpaceDielectricSpec * clampedNdotL;
#endif
specTerm = DV * F;
specTerm = specTerm * clampedNdotL;
return specTerm;
#endif
}
half3 FitWithCurveApprox(half NdotL, half Curvature)
{
half curva = (1.0 / mad(Curvature, 0.5 - 0.0625, 0.0625) - 2.0) / (16.0 - 2.0);
half oneMinusCurva = 1.0 - curva;
half3 curve0;
{
half3 rangeMin = half3(0.0, 0.3, 0.3);
half3 rangeMax = half3(1.0, 0.7, 0.7);
half3 offset = half3(0.0, 0.06, 0.06);
half3 t = saturate(mad(NdotL, 1.0 / (rangeMax - rangeMin), (offset + rangeMin) / (rangeMin - rangeMax)));
half3 lowerLine = (t * t) * half3(0.65, 0.5, 0.9);
lowerLine.r += 0.045;
lowerLine.b *= t.b;
half3 m = half3(1.75, 2.0, 1.97);
half3 upperLine = mad(NdotL, m, half3(0.99, 0.99, 0.99) - m);
upperLine = saturate(upperLine);
half3 lerpMin = half3(0.0, 0.35, 0.35);
half3 lerpMax = half3(1.0, 0.7, 0.6);
half3 lerpT = saturate(mad(NdotL, 1.0 / (lerpMax - lerpMin), lerpMin / (lerpMin - lerpMax)));
curve0 = lerp(lowerLine, upperLine, lerpT * lerpT);
}
half3 curve1;
{
half3 m = half3(1.95, 2.0, 2.0);
half3 upperLine = mad(NdotL, m, half3(0.99, 0.99, 1.0) - m);
curve1 = saturate(upperLine);
}
float oneMinusCurva2 = oneMinusCurva * oneMinusCurva;
return lerp(curve0, curve1, mad(oneMinusCurva2, -1.0 * oneMinusCurva2, 1.0));
}
// Todo: SDF nose high light
// #if define(_SDFShadow) || define(_SDFNoiseHelight)
#ifdef _SDFShadow
// Use main light XZ direction & world Left/Forward Vector to sample character face SDF
void SDFSample(out float4 lSDF_Tex, out float4 rSDF_Tex, out float2 leftVector, out float2 forwardVector, float2 UV)
{
lSDF_Tex = SAMPLE_TEXTURE2D(_SDFShadowTex, sampler_SDFShadowTex, UV);
float2 right_uv = float2(1 - UV.x, UV.y);
rSDF_Tex = SAMPLE_TEXTURE2D(_SDFShadowTex, sampler_SDFShadowTex, right_uv);
leftVector = normalize(mul(UNITY_MATRIX_M, float3(1, 0, 0)).xz);
forwardVector = normalize(mul(UNITY_MATRIX_M, float3(0, 0, 1)).xz);
}
// Return 1 -> right side
bool SDFPickSide(out float angle, float2 Left, float2 Front, float2 lightDir)
{
// Remap [-1,1] tp [0,1] | 0 <- Face Toward Light ---- Back Toward Light -> 1
angle = 1- clamp(0 , 1, dot(Front, lightDir) * 0.5 + 0.5);
// Pick side
return dot(lightDir,Left) > 0;
}
// Output: readjusted angle between light and pixel facing direction (Represented by a projection length) [Out Param, angle]
// Output: SDF Texel Color [Return Value]
float4 SDFResult(inout bool rightside, out float angle, float3 L, float2 UV)
{
float4 left_SDFTex;
float4 right_SDFTex;
float2 Left;
float2 Front;
SDFSample(left_SDFTex, right_SDFTex, Left, Front, UV);
float2 light_Dir = normalize(L.xz);
rightside = SDFPickSide(angle, Left, Front, light_Dir);
return rightside ? right_SDFTex : left_SDFTex;
}
float SDFMask(float angle, float tex_direct)
{
float SDFMask = 0;
float smoothGamma = _SDFSmoothGamma / 10.0f;
float shadowLevel = _SDFShadowLevel / 10.0f;
float isShadow = smoothstep(tex_direct - smoothGamma, tex_direct + smoothGamma, angle - shadowLevel);
//float bias = saturate(smoothstep(0, _SDFShadowLevel , (angle - tex_direct)));
//if(angle > 0.99)
//{
// SDFMask = lerp(0, 1, bias) * saturate(angle);
//}
//if(isShadow > 0.95)
//{
// SDFMask = lerp(0, 1, bias) * saturate(isShadow);
//}
////float v = SDFMask - 0.5;
////SDFMask = saturate(v / (fwidth(v) + HALF_MIN));
return isShadow;
}
float SDFNoseHighlight(float angle,float tex_value, bool rightside, float2 UV)
{
// REF: https://zhuanlan.zhihu.com/p/411188212 3.2.1
float highlightValue = 0;
//float cutU = step(0.5, UV.x);
float cutU = UV.x;
float uvMask=lerp(cutU, 1 - cutU, rightside);//discard half of the sdf we sampled (Only one side of highlight wanted)
float lightAtten = pow(angle - (_SDFShadowLevel / 10.0f), 0.8);
return smoothstep(lightAtten-_SDFNoseHighlightSmoothRange,lightAtten+_SDFNoseHighlightSmoothRange , uvMask * tex_value) * tex_value; // Safeguard, return 0 when tex_value = 0
}
#endif

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#if SHADERPASS != SHADERPASS_FORWARD
#error SHADERPASS_is_not_correctly_define
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return MotionVectorVS(varyingsType, inputMesh, inputPass);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
MotionVectorPositionZBias(output);
output.vpass.positionCS = input.vpass.positionCS;
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
#if defined(HAVE_RECURSIVE_RENDERING)
// If we have a recursive raytrace object, we will not render it.
// As we don't want to rely on renderqueue to exclude the object from the list,
// we cull it by settings position to NaN value.
// TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer
if (_EnableRecursiveRayTracing && _RayTracing > 0.0)
{
ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive.
}
else
#endif
{
varyingsType.vmesh = VertMesh(inputMesh);
}
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#ifdef TESSELLATION_ON
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag(PackedVaryingsToPS packedInput,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0, // outSpecularLighting
#ifdef UNITY_VIRTUAL_TEXTURING
out float4 outVTFeedback : VT_BUFFER_TARGET,
#endif
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
,out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#endif // OUTPUT_SPLIT_LIGHTING
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
// It is init to the value of forceNoMotion (with 2.0)
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
// Init in debug display mode to quiet warning
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
float4 Set_UV0 = input.texCoord0;
float4 _MainTex_var = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex));
surfaceData.baseColor = _MainTex_var.xyz;
// Same code in ShaderPassForwardUnlit.shader
// Reminder: _DebugViewMaterialArray[i]
// i==0 -> the size used in the buffer
// i>0 -> the index used (0 value means nothing)
// The index stored in this buffer could either be
// - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported)
// - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty)
bool viewMaterial = false;
int bufferSize = _DebugViewMaterialArray[0].x;
if (bufferSize != 0)
{
bool needLinearToSRGB = false;
float3 result = float3(1.0, 0.0, 1.0);
// Loop through the whole buffer
// Works because GetSurfaceDataDebug will do nothing if the index is not a known one
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = _DebugViewMaterialArray[index].x;
// skip if not really in use
if (indexMaterialProperty != 0)
{
viewMaterial = true;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
}
}
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate, unless we output to AOVs.
if (!needLinearToSRGB && _DebugAOVOutput == 0)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
LightLoopOutput lightLoopOutput;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
// Alias
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
}
else
{
outColor = float4(diffuseLighting + specularLighting, 1.0);
outDiffuseLighting = 0;
}
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
// outMotionVec is already initialize at the value of forceNoMotion (see above)
if (!forceNoMotion)
{
float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
EncodeMotionVector(motionVec * 0.5, outMotionVec);
outMotionVec.zw = 1.0;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}

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#if SHADERPASS != SHADERPASS_FORWARD
#error SHADERPASS_is_not_correctly_define
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return MotionVectorVS(varyingsType, inputMesh, inputPass);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
MotionVectorPositionZBias(output);
output.vpass.positionCS = input.vpass.positionCS;
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#ifdef TESSELLATION_ON
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
#endif
void Frag(PackedVaryingsToPS packedInput,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0, // outSpecularLighting
out float4 outDiffuseLighting : SV_Target1,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : SV_Target1
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#endif // OUTPUT_SPLIT_LIGHTING
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
// It is init to the value of forceNoMotion (with 2.0)
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
// Init in debug display mode to quiet warning
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
float4 Set_UV0 = input.texCoord0;
float4 _MainTex_var = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex));
surfaceData.baseColor = _MainTex_var.xyz;
// Same code in ShaderPassForwardUnlit.shader
// Reminder: _DebugViewMaterialArray[i]
// i==0 -> the size used in the buffer
// i>0 -> the index used (0 value means nothing)
// The index stored in this buffer could either be
// - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported)
// - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty)
bool viewMaterial = false;
int bufferSize = int(_DebugViewMaterialArray[0]);
if (bufferSize != 0)
{
bool needLinearToSRGB = false;
float3 result = float3(1.0, 0.0, 1.0);
// Loop through the whole buffer
// Works because GetSurfaceDataDebug will do nothing if the index is not a known one
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = int(_DebugViewMaterialArray[index]);
// skip if not really in use
if (indexMaterialProperty != 0)
{
viewMaterial = true;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
}
}
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate.
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
}
else
{
outColor = float4(diffuseLighting + specularLighting, 1.0);
outDiffuseLighting = 0;
}
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
// outMotionVec is already initialize at the value of forceNoMotion (see above)
if (!forceNoMotion)
{
float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
EncodeMotionVector(motionVec * 0.5, outMotionVec);
outMotionVec.zw = 1.0;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#ifndef DirectionalShadowType
# if (SHADEROPTIONS_RAYTRACING && (defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL))
# define DirectionalShadowType float3
# else
# define DirectionalShadowType float
# endif
#endif
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)
{
channelOutAlpha = 1.0f;
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
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
/* todo. these should be put int a struct */
float4 Set_UV0 = input.texCoord0;
float3x3 tangentTransform = input.tangentToWorld;
utsData.normalDirection = surfaceData.normalWS; // Perturbed normals
float4 _MainTex_var = float4(surfaceData.baseColor.r, surfaceData.baseColor.g, surfaceData.baseColor.b, surfaceData.coatMask);
utsData.viewDirection = V;
/* to here todo. these should be put int a struct */
//v.2.0.4
#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);
float _Inverse_Clipping_var = lerp(_IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping);
float Set_Clipping = saturate((_Inverse_Clipping_var + _Clipping_Level));
clip(Set_Clipping - 0.5);
inverseClipping = _Inverse_Clipping_var;
#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)
shadowAttenuation *= 2.0f;
shadowAttenuation = saturate(shadowAttenuation);
#endif
float3 mainLightDirection = utsLightData.lightDirection;
float3 mainLightColor = utsLightData.lightColor;
//v.2.0.4
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
//v.2.0.5
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));
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
float3 lightDirection = normalize(lerp(defaultLightDirection, mainLightDirection.xyz, any(mainLightDirection.xyz)));
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
float3 originalLightColor = mainLightColor.rgb;
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
////// Lighting:
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
//v.2.0.5
_Color = _BaseColor;
float3 Set_LightColor = lightColor.rgb;
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
if (_ClippingMatteMode == 1)
{
clippingColor = Set_BaseColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#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 *= _BaseColorVisible;
#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);
float _HalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5; // Half Lambert
//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 _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r + _Tweak_ShadingGradeMapLevel : 1;
float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase );
// float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase);
float _1stColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_ComposerMaskMode, _FirstShadeOverridden));
//
float Set_FinalShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_1st_ShadeColor_Step - _1stColorFeatherForMask)) * -1) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - _1stColorFeatherForMask)))); // Base and 1st Shade Mask
// #ifdef _SDFShadow
// // modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
// float angle;
// bool rightside;
// float2 SDF_UV = TRANSFORM_TEX(Set_UV0, _BaseColorMap);
// float4 sdfRes = SDFResult(rightside, angle, mainLightDirection, SDF_UV);
// Set_FinalShadowMask = max(SDFMask(angle, sdfRes.r), Set_FinalShadowMask);
// Set_BaseColor += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV);
// //#else
// #endif
// #ifdef _RECEIVE_HAIR_SHADOW
// // Push the face fragment view space position towards the light for a little bit
// float2 scrPos = input.positionSS.xy;
// float3 viewLightDir = TransformWorldToViewDir(mainLightDirection) / posInput.linearDepth; // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
// float2 samplingPoint = (scrPos + _HairShadowDistance * viewLightDir.xy ) * _ScreenSize.zw;
// // Then sample the hair buffer, to see if the fragment lands in shadow.
// float3 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, sampler_HairShadowTex, samplingPoint);
// float hairDepth = hairBuffer.r;
// float depthCorrect = posInput.deviceDepth < hairDepth + 0.0001 ? 1 : 0; // Hair < Face means Hair are closer to camera
// // Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
// float hairShadow = lerp(0,1,depthCorrect);
// Set_FinalShadowMask = max(hairShadow, Set_FinalShadowMask);
// // Set_FinalShadowMask += SAMPLE_TEXTURE2D(_HairShadowTex, sampler_HairShadowTex, screenUV).r;
// // Set_BaseColor = float3(samplingPoint, 0);
// #endif
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 2)
{
clippingColor = _Is_LightColor_1st_Shade_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#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, Set_BaseColor, 1.0f - _FirstShadeVisible);
}
float Set_1st_ShadeAlpha = _FirstShadeVisible;
#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);
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
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
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, Set_BaseColor, 1.0f - _SecondShadeVisible);
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
Set_FinalBaseColor =
lerp(_BaseColor_var,
lerp(_Is_LightColor_1st_Shade_var, _Is_LightColor_2nd_Shade_var
, Set_ShadeShadowMask)
, Set_FinalShadowMask);
channelOutAlpha =
lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask),Set_FinalShadowMask);
}
#else
float3 Set_FinalBaseColor =
lerp(_BaseColor_var,
lerp(_Is_LightColor_1st_Shade_var,
lerp((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb) * Set_LightColor)
, _Is_LightColor_2nd_Shade)
, Set_ShadeShadowMask)
, Set_FinalShadowMask);
#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
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
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
float _Specular_var = 0.5 * dot(halfDirection, utsData.normalDirection) + 0.5; // Specular
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(_HighColor_Power, 5)))), pow(_Specular_var, exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
//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
if (_ClippingMatteMode == 4)
{
clippingColor = _HighColorWithOutTweak_var;
return clippingColor;
}
#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);
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
_HighColor_var *= _HighlightVisible;
Set_HighColor =
lerp(SATURATE_IF_SDR(Set_FinalBaseColor - _TweakHighColorMask_var), Set_FinalBaseColor,
lerp(_Is_BlendAddToHiColor, 1.0
, _Is_SpecularToHighColor));
float3 addColor =
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
, _Is_UseTweakHighColorOnShadow);
Set_HighColor += addColor;
if (any(addColor))
{
Set_HighColor = lerp(Set_HighColor, overridingColor, maskEnabled);
channelOutAlpha = _HighlightVisible;
}
}
#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
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
if(_Is_BlendAddToRimColor == 1)
{
_RimArea_var = 1 - _RimArea_var;
}
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5;
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
//Composition: HighColor and RimLight as _RimLight_var
#ifdef UTS_LAYER_VISIBILITY
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
float Set_RimLightAlpha = _RimLightVisible;
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 *= _RimLightVisible;
Set_RimLight *= _RimLight_Strength;
float3 _RimLight_var;
if(_Is_BlendAddToRimColor == 0)
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
}
else
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
}
if (any(Set_RimLight) * maskRimEnabled)
{
_RimLight_var = overridingRimColor;
channelOutAlpha = Set_RimLightAlpha;
}
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
#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;
if(_Is_BlendAddToRimColor == 0)
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
}
else
{
_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
}
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
#endif
//Matcap
//v.2.0.6 : CameraRolling Stabilizer
//Mirror Script Determination: if sign_Mirror = -1, determine "Inside the mirror".
//v.2.0.7
utsData.signMirror= 0.0; // i.mirrorFlag; todo.
//
float3 _Camera_Right = UNITY_MATRIX_V[0].xyz;
float3 _Camera_Front = UNITY_MATRIX_V[2].xyz;
float3 _Up_Unit = float3(0, 1, 0);
float3 _Right_Axis = cross(_Camera_Front, _Up_Unit);
//Invert if it's "inside the mirror".
if (utsData.signMirror < 0) {
_Right_Axis = -1 * _Right_Axis;
_Rotate_MatCapUV = -1 * _Rotate_MatCapUV;
}
else {
_Right_Axis = _Right_Axis;
}
float _Camera_Right_Magnitude = sqrt(_Camera_Right.x * _Camera_Right.x + _Camera_Right.y * _Camera_Right.y + _Camera_Right.z * _Camera_Right.z);
float _Right_Axis_Magnitude = sqrt(_Right_Axis.x * _Right_Axis.x + _Right_Axis.y * _Right_Axis.y + _Right_Axis.z * _Right_Axis.z);
float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude);
utsData.cameraRoll = acos(clamp(_Camera_Roll_Cos, -1, 1));
utsData.cameraDir = _Camera_Right.y < 0 ? -1 : 1;
float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV * 3.141592654) - utsData.cameraDir * utsData.cameraRoll * _CameraRolling_Stabilizer;
//v.2.0.7
float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0, (_Rotate_NormalMapForMatCapUV * 3.141592654), float2(0.5, 0.5), 1.0);
//V.2.0.6
float3 _NormalMapForMatCap_var = UnpackNormalScale(tex2D(_NormalMapForMatCap, TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)), _BumpScaleMatcap);
//v.2.0.5: MatCap with camera skew correction
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(mul(_NormalMapForMatCap_var.rgb, tangentTransform).rgb, 0))).rgb;
float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatcapUV_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatcapUV_Base * dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail) / NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail;
float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal, viewNormal, _Is_Ortho).rg * 0.5) + 0.5;
//
//v.2.0.7
float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0 + _Tweak_MatCapUV)) * (1.0 - 0.0)) / ((1.0 - _Tweak_MatCapUV) - (0.0 + _Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0);
//Invert if it's "inside the mirror".
if (utsData.signMirror < 0) {
_Rot_MatCapUV_var.x = 1 - _Rot_MatCapUV_var.x;
}
else {
_Rot_MatCapUV_var = _Rot_MatCapUV_var;
}
//v.2.0.6 : LOD of Matcap
float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler, float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler), 0.0, _BlurLevelMatcap));
float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask, TRANSFORM_TEX(Set_UV0, _Set_MatcapMask));
//
//MatcapMask
float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel);
float3 _Is_LightColor_MatCap_var = lerp((_MatCap_Sampler_var.rgb * _MatCapColor.rgb), ((_MatCap_Sampler_var.rgb * _MatCapColor.rgb) * Set_LightColor), _Is_LightColor_MatCap);
//v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply
float3 Set_MatCap = lerp(_Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakMatCapOnShadow)) + lerp(Set_HighColor * Set_FinalShadowMask * (1.0 - _TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow);
//
//v.2.0.6
//Composition: RimLight and MatCap as diffuseTerm
//Broke down diffuseTerm composition
float3 matCapColorOnAddMode = _RimLight_var + Set_MatCap * _Tweak_MatcapMaskLevel_var;
float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp(1, (1 - (Set_FinalShadowMask) * (1 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow);
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
if (_ClippingMatteMode == 5)
{
clippingColor = float3(0.0f,0.0f,0.0f);
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
//
#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);
float2 AR_VN = _AR_OffsetU_var.xy * 0.5 + float2(0.5, 0.5);
float2 AR_VN_Rotate = RotateUV(AR_VN, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0);
float2 _AR_OffsetV_var = float2(AR_VN_Rotate.x, lerp(input.texCoord1.y, AR_VN_Rotate.y, _AR_OffsetV));
float4 _AngelRing_Sampler_var = tex2D(_AngelRing_Sampler, TRANSFORM_TEX(_AR_OffsetV_var, _AngelRing_Sampler));
float3 _Is_LightColor_AR_var = lerp((_AngelRing_Sampler_var.rgb * _AngelRing_Color.rgb), ((_AngelRing_Sampler_var.rgb * _AngelRing_Color.rgb) * Set_LightColor), _Is_LightColor_AR);
_Is_LightColor_AR_var = _Is_LightColor_AR_var * max(_AR_ShadowIntensity, (1 - Set_FinalShadowMask));
float3 Set_AngelRing = _Is_LightColor_AR_var * _AR_Intensity;
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
{
float4 overridingColor = lerp(_AngelRingMaskColor, float4(_AngelRingMaskColor.w, _AngelRingMaskColor.w, _AngelRingMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_AngelRingOverridden, _ComposerMaskMode);
_AngelRing *= _AngelRingVisible;
diffuseTerm = lerp(diffuseTerm, lerp((diffuseTerm + Set_AngelRing), ((diffuseTerm * (1.0 - Set_ARtexAlpha)) + Set_AngelRingWithAlpha), _ARSampler_AlphaOn), _AngelRing);// Final Composition before Emissive
if (any(Set_AngelRing) * maskEnabled)
{
diffuseTerm = lerp(diffuseTerm, lerp(overridingColor.xyz, ((diffuseTerm * (1.0 - Set_ARtexAlpha)) + Set_AngelRingWithAlpha), _ARSampler_AlphaOn), _AngelRing);// Final Composition before Emissive
channelOutAlpha = _AngelRingVisible;
}
}
# 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
if (_ClippingMatteMode == 5)
{
clippingColor = _Is_LightColor_AR_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
//diffuseTerm = Set_AngelRing * 10 * (1 - Set_FinalShadowMask);
#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)
{
float3 sssColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, FitWithCurveApprox(1 - Set_FinalShadowMask, 1));
sssColor *= _BaseColor.rgb * _MainTex_var.rgb * Set_LightColor;
specularTerm *= lerp((1 - Set_FinalShadowMask), FitWithCurveApprox(1 - Set_FinalShadowMask, 1).r, _Use_SSSLut);
diffuseTerm = lerp(diffuseTerm, sssColor, _Use_SSSLut);
}
diffuseTerm = diffuseTerm * utsLightData.diffuseDimmer;
//float3 finalColor = diffuseTerm + specularTerm + emissive;
utsAggregateLighting.directDiffuse += diffuseTerm;
utsAggregateLighting.directSpecular += specularTerm;
//return finalColor;
}

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#include "PBR.hlsl"
void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, int lightType, float3 i_normalDir, float notDirectional, out float channelOutAlpha, inout UTSAggregateLighting utsAggregateLighting)
{
channelOutAlpha = 1.0f;
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
return float3(0.0f, 0.0f, 0.0f);
}
#endif // _IS_CLIPPING_MATTE
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
/* todo. these should be put into struct */
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
float3 lightDirection = utsLightData.lightDirection;
float3 additionalLightColor = utsLightData.lightColor * _Light_Intensity_Multiplier;
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float4 Set_UV0 = input.texCoord0;
float3x3 tangentTransform = input.tangentToWorld;
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
float3 normalDirection = surfaceData.normalWS; // Perturbed normals
float3 viewDirection = V;
float4 _MainTex_var = float4(surfaceData.baseColor.r, surfaceData.baseColor.g, surfaceData.baseColor.b, surfaceData.coatMask);
/* end of todo.*/
SHADOW_TYPE shadowAttenuation = lightLoopContext.shadowValue;
#if !defined (UTS_USE_RAYTRACING_SHADOW)
shadowAttenuation *= 2.0f;
shadowAttenuation = saturate(shadowAttenuation);
#endif
//v.2.0.5:
float3 addPassLightColor;
if (lightType == GPULIGHTTYPE_TUBE)
{
addPassLightColor = (0.5f * (preLightData.diffuseFGD * utsLightData.diffuseDimmer) + 0.5f) / PI * additionalLightColor.rgb;
}
else if (lightType == GPULIGHTTYPE_RECTANGLE)
{
addPassLightColor = ((preLightData.diffuseFGD * utsLightData.diffuseDimmer)) * additionalLightColor.rgb;
}
else
{
addPassLightColor = (0.5f * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5f) * additionalLightColor.rgb ;
}
float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional), _Is_Filter_LightColor));
float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
//v.2.0.5:
//v.2.0.5:
_1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset);
_2nd_ShadeColor_Step = saturate(_2nd_ShadeColor_Step + _StepOffset);
//
//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
float _LightIntensity = lerp(0, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b), notDirectional);
//v.2.0.5: Filtering the high intensity zone of PointLights
float3 Set_LightColor = lightColor;
//
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
#ifdef UTS_LAYER_VISIBILITY
float Set_BaseColorAlpha = _BaseColorVisible;
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 *= _BaseColorVisible;
#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 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor, maskEnabled);
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
}
float Set_1st_ShadeAlpha = _FirstShadeVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
//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);
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
#ifdef UTS_LAYER_VISIBILITY
{
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor, maskEnabled);
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
}
#endif //#ifdef UTS_LAYER_VISIBILITY
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
// //v.2.0.5:
//SGM
//v.2.0.6
float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap, float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap), 0.0, _BlurLevelSGM));
//v.2.0.6
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
float _SystemShadowsLevel_var = (shadowAttenuation*0.5)+0.5+_Tweak_SystemShadowsLevel > 0.001 ? (shadowAttenuation*0.5)+0.5+_Tweak_SystemShadowsLevel : 0.0001;
float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r + _Tweak_ShadingGradeMapLevel : 1;
float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var*saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase );
//float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase);
float _1stColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
//
float Set_FinalShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_1st_ShadeColor_Step - _1stColorFeatherForMask)) * (0.0 - 1.0)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - _1stColorFeatherForMask))));
float Set_ShadeShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)) * (0.0 - 1.0)) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)))); // 1st and 2nd Shades Mask
//SGM
//Composition: 3 Basic Colors as diffuseTerm
float3 diffuseTerm =
lerp(
Set_BaseColor,
lerp(
Set_1st_ShadeColor,
Set_2nd_ShadeColor,
Set_ShadeShadowMask
),
Set_FinalShadowMask);
#ifdef UTS_LAYER_VISIBILITY
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
channelOutAlpha =
lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask), Set_FinalShadowMask);
#endif
//v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(_HighColor_Power, 5)))), pow(_Specular_var, exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
float3 _HighColor_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = dot(surfaceData.normalWS, V);
if (_Is_BlendAddToRimColor == 1)
{
_RimArea_var = 1 - _RimArea_var;
}
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(surfaceData.normalWS, lightDirection) + 0.5;
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
//Composition: HighColor and RimLight as _RimLight_var
#ifdef UTS_LAYER_VISIBILITY
float4 overrideColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
float isMaskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
_HighColor_var *= _TweakHighColorMask_var;
_HighColor_var *= _HighlightVisible;
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
float Set_RimLightAlpha = _RimLightVisible;
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 *= _RimLightVisible;
Set_RimLight *= _RimLight_Strength;
if(_Is_BlendAddToRimColor == 0)
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight) * 1, _RimLight);
}
else
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight) * 1, _RimLight);
}
if (any(Set_RimLight) * maskRimEnabled)
{
_HighColor_var = overridingRimColor;
channelOutAlpha = Set_RimLightAlpha;
}
diffuseTerm =
lerp(saturate(diffuseTerm - _TweakHighColorMask_var), diffuseTerm,
lerp(_Is_BlendAddToHiColor, 1.0
, _Is_SpecularToHighColor));
float3 addColor =
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
, _Is_UseTweakHighColorOnShadow);
diffuseTerm += addColor;
if (any(addColor))
{
diffuseTerm = lerp(diffuseTerm, overrideColor, isMaskEnabled);
channelOutAlpha = _HighlightVisible;
}
#else
_HighColor_var *= _TweakHighColorMask_var;
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;
if (_Is_BlendAddToRimColor == 0)
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight), _RimLight);
}
else
{
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight), _RimLight);
}
diffuseTerm = diffuseTerm + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
#endif
// PBR----------------------------------------------------------------------------------------------------------------
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
//Specular Term
float3 specularTerm = 0;
if(lightType == GPULIGHTTYPE_RECTANGLE || lightType == GPULIGHTTYPE_TUBE)
{
specularTerm = preLightData.specularFGD * Set_LightColor * utsLightData.specularDimmer;
#ifdef _PBR_Mode_TOON
specularTerm = StepFeatherToon(specularTerm, _ToonSpecularStep, _ToonSpecularFeather);
#endif
}
else
{
specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * Set_LightColor * utsLightData.specularDimmer;
}
specularTerm = specularTerm * (1.0 - Set_FinalShadowMask) * PI * surfaceData.specularColor;
diffuseTerm = diffuseTerm * albedoIntensity;
//float3 finalColor = diffuseTerm + specularTerm;
utsAggregateLighting.directDiffuse += diffuseTerm;
utsAggregateLighting.directSpecular += specularTerm;
//return finalColor;
}

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// This is based on the work of Steven Sell
// Check out their excellent article at https://www.vertexfragment.com/ramblings/unity-postprocessing-sobel-outline/
Shader "Hidden/Shader/Sobel"
{
Properties
{
// This property is necessary to make the CommandBuffer.Blit bind the source texture to _MainTex
_MainTex("Main Texture", 2DArray) = "grey" {}
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 worldPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
// List of properties to control your post process effect
float _Intensity;
float _Thickness;
float4 _Colour;
float _DepthMultiplier;
float _DepthBias;
float _NormalMultiplier;
float _NormalBias;
TEXTURE2D_X(_MainTex);
float Sobel_Basic(float topLeft, float top, float topRight,
float left, float right,
float bottomLeft, float bottom, float bottomRight)
{
float x = topLeft + 2 * left + bottomLeft - topRight - 2 * right - bottomRight;
float y = -topLeft - 2 * top - topRight + bottomLeft + 2 * bottom + bottomRight;
return sqrt(x * x + y * y);
}
float Sobel_Scharr(float topLeft, float top, float topRight,
float left, float right,
float bottomLeft, float bottom, float bottomRight)
{
float x = -3 * topLeft - 10 * left - 3 * bottomLeft + 3 * topRight + 10 * right + 3 * bottomRight;
float y = 3 * topLeft + 10 * top + 3 * topRight - 3 * bottomLeft - 10 * bottom - 3 * bottomRight;
return sqrt(x * x + y * y);
}
float SobelSampleDepth(float2 uv, float offsetU, float offsetV)
{
float topLeft = SampleCameraDepth(uv + float2(-offsetU, offsetV));
//float top = SampleCameraDepth(uv + float2( 0, offsetV));
float topRight = SampleCameraDepth(uv + float2( offsetU, offsetV));
//float left = SampleCameraDepth(uv + float2(-offsetU, 0));
//float centre = SampleCameraDepth(uv + float2( 0, 0));
//float right = SampleCameraDepth(uv + float2( offsetU, 0));
float bottomLeft = SampleCameraDepth(uv + float2(-offsetU, -offsetV));
//float bottom = SampleCameraDepth(uv + float2( 0, -offsetV));
float bottomRight = SampleCameraDepth(uv + float2( offsetU, -offsetV));
float DepthEdgeDetection = saturate((abs(topLeft - bottomRight) + abs(topRight - bottomLeft)) / max(max(max(topLeft, topRight), bottomLeft), bottomRight));
return DepthEdgeDetection;
}
float3 SampleWorldNormal(float2 uv)
{
// if the camera depth is invalid - early out
if (SampleCameraDepth(uv) <= 0)
return float3(0, 0, 0);
NormalData normalData;
DecodeFromNormalBuffer(uv * _ScreenSize.xy, normalData);
return normalData.normalWS;
}
float Sobel_Basic(float3 topLeft, float3 top, float3 topRight,
float3 left, float3 right,
float3 bottomLeft, float3 bottom, float3 bottomRight)
{
float3 x = topLeft + 2 * left + bottomLeft - topRight - 2 * right - bottomRight;
float3 y = -topLeft - 2 * top - topRight + bottomLeft + 2 * bottom + bottomRight;
return sqrt(dot(x, x) + dot(y, y));
}
float Sobel_Scharr(float3 topLeft, float3 top, float3 topRight,
float3 left, float3 right,
float3 bottomLeft, float3 bottom, float3 bottomRight)
{
float3 x = -3 * topLeft - 10 * left - 3 * bottomLeft + 3 * topRight + 10 * right + 3 * bottomRight;
float3 y = 3 * topLeft + 10 * top + 3 * topRight - 3 * bottomLeft - 10 * bottom - 3 * bottomRight;
return sqrt(dot(x, x) + dot(y, y));
}
float2 SobelSampleNormal(float2 uv, float offsetU, float offsetV, float3 V)
{
float3 topLeft = (SampleWorldNormal(uv + float2(-offsetU, offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
//float3 top = SampleWorldNormal(uv + float2( 0, offsetV));
float3 topRight = (SampleWorldNormal(uv + float2( offsetU, offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
//float3 left = SampleWorldNormal(uv + float2(-offsetU, 0));
//float3 centre = SampleWorldNormal(uv + float2( 0, 0));
//float3 right = SampleWorldNormal(uv + float2( offsetU, 0));
float3 bottomLeft = (SampleWorldNormal(uv + float2(-offsetU, -offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
//float3 bottom = SampleWorldNormal(uv + float2( 0, -offsetV));
float3 bottomRight = (SampleWorldNormal(uv + float2( offsetU, -offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
float3 DepthEdgeDetection = abs(topLeft - bottomRight) + abs(topRight - bottomLeft);
DepthEdgeDetection = max(max(DepthEdgeDetection.x, DepthEdgeDetection.y), DepthEdgeDetection.z);
float mask = min(min(min(dot(V, topLeft), dot(V, topRight)), dot(V, bottomLeft)), dot(V, bottomRight));
return float2(DepthEdgeDetection.x, mask);
}
float4 CustomPostProcess(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Note that if HDUtils.DrawFullScreen is used to render the post process, use ClampAndScaleUVForBilinearPostProcessTexture(input.texcoord.xy) to get the correct UVs
float3 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex, s_linear_clamp_sampler, input.texcoord).xyz;
// determine our offsets
float offsetU = _Thickness / _ScreenSize.x;
float offsetV = _Thickness / _ScreenSize.y;
// determine the uv coordinates
float2 uv = input.positionCS.xy* _ScreenSize.zw;
float3 V = GetWorldSpaceNormalizeViewDir(input.positionCS);
// run the sobel sampling of the depth buffer
float sobelDepth = SobelSampleDepth(uv, offsetU, offsetV);
//sobelDepth = pow(abs(saturate(sobelDepth)) * _DepthMultiplier, _DepthBias);
sobelDepth = smoothstep(_DepthMultiplier, _DepthMultiplier + _DepthBias, sobelDepth);
// run the sobel sampling of the normals
float2 sobelNormal = SobelSampleNormal(uv, offsetU, offsetV, V);
//sobelNormal = pow(abs(saturate(sobelNormal)) * _NormalMultiplier, _NormalBias);
float normalEdge = sobelNormal.x;
sobelDepth *= sobelNormal.y;
normalEdge = smoothstep(_NormalMultiplier, _NormalMultiplier + _NormalBias, normalEdge);
float outlineIntensity = saturate(max(sobelDepth, normalEdge));
//outlineIntensity = step(0.999f, outlineIntensity);
// apply the sobel effect
float3 finalColor = lerp(sourceColor, _Colour, outlineIntensity * _Intensity);
//return float4(sobelNormal, sobelNormal, sobelNormal, 1);
//return float4(sobelDepth, sobelDepth, sobelDepth, 1);
return float4(finalColor, 1);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Sobel"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment CustomPostProcess
#pragma vertex Vert
ENDHLSL
}
}
Fallback Off
}

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// ===========================================================================
// WARNING:
// On PS4, texture/sampler declarations need to be outside of CBuffers
// Otherwise those parameters are not bound correctly at runtime.
// ===========================================================================
#define fixed half
// Unity Toon Shader
#include "UtsTextures.hlsl"
// Lit
TEXTURE2D(_DistortionVectorMap);
SAMPLER(sampler_DistortionVectorMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
#ifndef LAYERED_LIT_SHADER
TEXTURE2D(_DiffuseLightingMap);
SAMPLER(sampler_DiffuseLightingMap);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_MaskMap);
SAMPLER(sampler_MaskMap);
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map
SAMPLER(sampler_BentNormalMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_NormalMapOS);
SAMPLER(sampler_NormalMapOS);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
TEXTURE2D(_TangentMap);
SAMPLER(sampler_TangentMap);
TEXTURE2D(_TangentMapOS);
SAMPLER(sampler_TangentMapOS);
TEXTURE2D(_AnisotropyMap);
SAMPLER(sampler_AnisotropyMap);
TEXTURE2D(_SubsurfaceMaskMap);
SAMPLER(sampler_SubsurfaceMaskMap);
TEXTURE2D(_ThicknessMap);
SAMPLER(sampler_ThicknessMap);
TEXTURE2D(_IridescenceThicknessMap);
SAMPLER(sampler_IridescenceThicknessMap);
TEXTURE2D(_IridescenceMaskMap);
SAMPLER(sampler_IridescenceMaskMap);
TEXTURE2D(_SpecularColorMap);
SAMPLER(sampler_SpecularColorMap);
TEXTURE2D(_TransmittanceColorMap);
SAMPLER(sampler_TransmittanceColorMap);
TEXTURE2D(_CoatMaskMap);
SAMPLER(sampler_CoatMaskMap);
TEXTURE2D(_SSSLutMap);
//SAMPLER(sampler_SSSLutMap); //Use s_linear_clamp_sampler instead
TEXTURE2D(_SDFShadowTex);
SAMPLER(sampler_SDFShadowTex);
TEXTURE2D(_HairShadowTex);
//SAMPLER(sampler_HairShadowTex); //registered number of this sampler is more than 16, so we can't use this sampler, use s_trilinear_clamp_sampler instead
#else
// Set of users variables
#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one
// mean we must declare all sampler
#define PROP_DECL_TEX2D(name)\
TEXTURE2D(CALL_MERGE_NAME(name, 0)); \
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 0)); \
TEXTURE2D(CALL_MERGE_NAME(name, 1)); \
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 1)); \
TEXTURE2D(CALL_MERGE_NAME(name, 2)); \
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 2)); \
TEXTURE2D(CALL_MERGE_NAME(name, 3)); \
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 3))
PROP_DECL_TEX2D(_BaseColorMap);
PROP_DECL_TEX2D(_MaskMap);
PROP_DECL_TEX2D(_BentNormalMap);
PROP_DECL_TEX2D(_NormalMap);
PROP_DECL_TEX2D(_NormalMapOS);
PROP_DECL_TEX2D(_DetailMap);
PROP_DECL_TEX2D(_HeightMap);
PROP_DECL_TEX2D(_SubsurfaceMaskMap);
PROP_DECL_TEX2D(_ThicknessMap);
TEXTURE2D(_LayerMaskMap);
SAMPLER(sampler_LayerMaskMap);
TEXTURE2D(_LayerInfluenceMaskMap);
SAMPLER(sampler_LayerInfluenceMaskMap);
#endif
CBUFFER_START(UnityPerMaterial)
#include "UtsUnityPerMaterial.hlsl"
// shared constant between lit and layered lit
float _AlphaCutoff;
float _UseShadowThreshold;
float _AlphaCutoffShadow;
float _AlphaCutoffPrepass;
float _AlphaCutoffPostpass;
float4 _DoubleSidedConstants;
float _DistortionScale;
float _DistortionVectorScale;
float _DistortionVectorBias;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
float _PPDMaxSamples;
float _PPDMinSamples;
float _PPDLodThreshold;
float3 _EmissiveColor;
float _AlbedoAffectEmissive;
float _EmissiveExposureWeight;
int _SpecularOcclusionMode;
// Transparency
float3 _TransmittanceColor;
float _Ior;
float _ATDistance;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
float3 _EmissionColor;
float4 _EmissiveColorMap_ST;
float _TexWorldScaleEmissive;
float4 _UVMappingMaskEmissive;
float _ID_Intensity;
float _IR_Intensity;
float4 _InvPrimScale; // Only XY are used
// Wind
float _InitialBend;
float _Stiffness;
float _Drag;
float _ShiverDrag;
float _ShiverDirectionality;
// Specular AA
float _EnableGeometricSpecularAA;
float _SpecularAAScreenSpaceVariance;
float _SpecularAAThreshold;
#ifndef LAYERED_LIT_SHADER
// Set of users variables
float4 _BaseColor;
float4 _BaseColorMap_ST;
float4 _BaseColorMap_TexelSize;
float4 _BaseColorMap_MipInfo;
float _Metallic;
float _MetallicRemapMin;
float _MetallicRemapMax;
float _Smoothness;
float _SmoothnessRemapMin;
float _SmoothnessRemapMax;
float _Roughness;
float _RoughnessRemapMin;
float _RoughnessRemapMax;
float _AlphaRemapMin;
float _AlphaRemapMax;
float _AORemapMin;
float _AORemapMax;
float _SSSIntensity;
int _Use_SSSLut;
float4 _SpecularColor;
float _ToonSpecularStep;
float _ToonSpecularFeather;
float _ReceivesSSR;
float _ReceivesSSAO;
float _AOMin;
float _ReceivesSSGI;
float _GIMultiplier;
float _NormalScale;
float4 _DetailMap_ST;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader
float _HeightAmplitude;
float _HeightCenter;
float _Anisotropy;
float4 _AnisotropyMap_ST;
int _Use_Anisotropy;
float4 _KKColor;
float _BSDFContribution;
float _DiffusionProfileHash;
float _SubsurfaceMask;
float _TransmissionMask;
float _Thickness;
float4 _ThicknessRemap;
float _IridescenceThickness;
float4 _IridescenceThicknessRemap;
float _IridescenceMask;
float _CoatMask;
//float4 _SpecularColor;
float _EnergyConservingSpecularColor;
float _TexWorldScale;
float _InvTilingScale;
float4 _UVMappingMask;
float4 _UVDetailsMappingMask;
float _LinkDetailsWithBase;
float _ObjectSpaceUVMapping;
#else // LAYERED_LIT_SHADER
// Set of users variables
PROP_DECL(float4, _BaseColor);
float4 _BaseColorMap0_ST;
float4 _BaseColorMap1_ST;
float4 _BaseColorMap2_ST;
float4 _BaseColorMap3_ST;
float4 _BaseColorMap0_TexelSize;
float4 _BaseColorMap0_MipInfo;
PROP_DECL(float, _Metallic);
PROP_DECL(float, _MetallicRemapMin);
PROP_DECL(float, _MetallicRemapMax);
PROP_DECL(float, _Smoothness);
PROP_DECL(float, _SmoothnessRemapMin);
PROP_DECL(float, _SmoothnessRemapMax);
PROP_DECL(float, _AORemapMin);
PROP_DECL(float, _AORemapMax);
PROP_DECL(float, _NormalScale);
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader
float4 _HeightMap0_TexelSize;
float4 _HeightMap1_TexelSize;
float4 _HeightMap2_TexelSize;
float4 _HeightMap3_TexelSize;
float4 _DetailMap0_ST;
float4 _DetailMap1_ST;
float4 _DetailMap2_ST;
float4 _DetailMap3_ST;
PROP_DECL(float, _UVDetail);
PROP_DECL(float, _DetailAlbedoScale);
PROP_DECL(float, _DetailNormalScale);
PROP_DECL(float, _DetailSmoothnessScale);
PROP_DECL(float, _HeightAmplitude);
PROP_DECL(float, _HeightCenter);
PROP_DECL(float, _DiffusionProfileHash);
PROP_DECL(float, _SubsurfaceMask);
PROP_DECL(float, _Thickness);
PROP_DECL(float4, _ThicknessRemap);
PROP_DECL(float, _OpacityAsDensity);
float _InheritBaseNormal1;
float _InheritBaseNormal2;
float _InheritBaseNormal3;
float _InheritBaseHeight1;
float _InheritBaseHeight2;
float _InheritBaseHeight3;
float _InheritBaseColor1;
float _InheritBaseColor2;
float _InheritBaseColor3;
PROP_DECL(float, _HeightOffset);
float _HeightTransition;
float4 _LayerMaskMap_ST;
float _TexWorldScaleBlendMask;
PROP_DECL(float, _TexWorldScale);
PROP_DECL(float, _InvTilingScale);
float4 _UVMappingMaskBlendMask;
PROP_DECL(float4, _UVMappingMask);
PROP_DECL(float4, _UVDetailsMappingMask);
PROP_DECL(float, _LinkDetailsWithBase);
#endif // LAYERED_LIT_SHADER
// Tessellation specific
#ifdef TESSELLATION_ON
float _TessellationFactor;
float _TessellationFactorMinDistance;
float _TessellationFactorMaxDistance;
float _TessellationFactorTriangleSize;
float _TessellationShapeFactor;
float _TessellationBackFaceCullEpsilon;
float _TessellationObjectScale;
float _TessellationTilingScale;
#endif
// Following two variables are feeded by the C++ Editor for Scene selection
int _ObjectId;
int _PassValue;
CBUFFER_END

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
#include "HDRPToonHead.hlsl"
// Channel mask enum.
// this must be same to UI cs code
// HDRPToonGUI._ChannelEnum
int eBaseColor = 0;
int eFirstShade = 1;
int eSecondShade = 2;
int eHighlight = 3;
int eAngelRing = 4;
int eRimLight = 5;
int eOutline = 6;
// not in materials
int _ToonLightHiCutFilter;
int _ToonEvAdjustmentCurve;
float _ToonEvAdjustmentValueArray[128];
float _ToonEvAdjustmentValueMin;
float _ToonEvAdjustmentValueMax;
float _ToonEvAdjustmentCompensation;
float _ToonIgnoreExposureMultiplier;
// function to rotate the UV: RotateUV()
//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
{
float RotateUV_ang = _radian;
float RotateUV_cos = cos(_time*RotateUV_ang);
float RotateUV_sin = sin(_time*RotateUV_ang);
return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
}
float3 ConvertFromEV100(float3 EV100)
{
#if 1
float3 value = pow(2, EV100) * 2.5f;
return value;
#else
float3 maxLuminance = 1.2f * pow(2.0f, EV100);
return 1.0f / maxLuminance;
#endif
}
float3 ConvertToEV100(float3 value)
{
#if 1
return log2(value*0.4f);
#else
return log2(1.0f / (1.2f * value));
#endif
}
float WeightSample(PositionInputs positionInput)
{
// Center-weighted
const float2 kCenter = _ScreenParams.xy * 0.5;
const float weight = pow(length((kCenter.xy - positionInput.positionSS.xy) / _ScreenParams.xy),1.0) ;
return 1.0 - saturate(weight);
}
float3 ApplyCompensation(float3 originalColor)
{
float3 ev100_Color = ConvertToEV100(originalColor) +_ToonEvAdjustmentCompensation * 0.5f;
float3 resultColor = max(0, ConvertFromEV100(ev100_Color));
return resultColor;
}
float3 ApplyCurrentExposureMultiplier(float3 color)
{
return color * lerp(GetCurrentExposureMultiplier(), 1, _ToonIgnoreExposureMultiplier);
}
float3 GetExposureAdjustedColor(float3 originalColor)
{
if (_ToonEvAdjustmentCurve != 0)
{
float3 ev100_Color = ConvertToEV100(originalColor);
ev100_Color = clamp(ev100_Color, _ToonEvAdjustmentValueMin, _ToonEvAdjustmentValueMax);
float3 ev100_remap = (ev100_Color - _ToonEvAdjustmentValueMin) * (128-1) / (_ToonEvAdjustmentValueMax - _ToonEvAdjustmentValueMin);
ev100_remap = clamp(ev100_remap, 0.0, 127.0);
int3 ev100_idx = (int3)ev100_remap;
float3 ev100_lerp = ev100_remap - ev100_idx;
float3 ev100_remapped;
ev100_remapped.r = _ToonEvAdjustmentValueArray[ev100_idx.r] +(_ToonEvAdjustmentValueArray[ev100_idx.r + 1] - _ToonEvAdjustmentValueArray[ev100_idx.r]) * ev100_lerp.r;
ev100_remapped.g = _ToonEvAdjustmentValueArray[ev100_idx.g] +(_ToonEvAdjustmentValueArray[ev100_idx.g + 1] - _ToonEvAdjustmentValueArray[ev100_idx.g]) * ev100_lerp.g;
ev100_remapped.b = _ToonEvAdjustmentValueArray[ev100_idx.b] +(_ToonEvAdjustmentValueArray[ev100_idx.b + 1] - _ToonEvAdjustmentValueArray[ev100_idx.b]) * ev100_lerp.b;
float3 resultColor = ConvertFromEV100(ev100_remapped);
return resultColor;
}
else // else is neccessary to avoid warrnings.
{
return originalColor;
}
}
float GetLightAttenuation(float3 lightColor)
{
float lightAttenuation = rateR *lightColor.r + rateG *lightColor.g + rateB *lightColor.b;
return lightAttenuation;
}
int GetNextDirectionalLightIndex(BuiltinData builtinData, int currentIndex, int mainLightIndex)
{
int i = 0; // Declare once to avoid the D3D11 compiler warning.
for (i = 0; i < (int)_DirectionalLightCount; ++i)
{
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
{
if (mainLightIndex != i)
{
if (currentIndex < i)
{
return i;
}
}
}
}
return -1; // not found
}
int GetUtsMainLightIndex(BuiltinData builtinData)
{
int mainLightIndex = -1;
float3 lightColor = float3(0.0f, 0.0f, 0.0f);
float lightAttenuation = 0.0f;
uint i = 0; // Declare once to avoid the D3D11 compiler warning.
for (i = 0; i < _DirectionalLightCount; ++i)
{
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
{
float3 currentLightColor = _DirectionalLightDatas[i].color;
float currentLightAttenuation = GetLightAttenuation(currentLightColor);
if (mainLightIndex == -1 || (currentLightAttenuation > lightAttenuation))
{
mainLightIndex = i;
lightAttenuation = currentLightAttenuation;
lightColor = currentLightColor;
}
}
}
return mainLightIndex;
}
// UTSLightData GetUTSMainPunctualLightData(BuiltinData builtinData, PositionInputs posInput)
// {
// UTSLightData mainPunctualLight;
// uint lightCount, lightStart;
// #ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
// GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
// #else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
// lightCount = _PunctualLightCount;
// lightStart = 0;
// #endif
// bool fastPath = false;
// #if SCALARIZE_LIGHT_LOOP
// uint lightStartLane0;
// fastPath = IsFastPath(lightStart, lightStartLane0);
// if (fastPath)
// {
// lightStart = lightStartLane0;
// }
// #endif
// uint v_lightListOffset = 0;
// uint v_lightIdx = lightStart;
// float channelAlpha = 0.0f;
// [loop] // vulkan shader compiler can not unroll.
// while (v_lightListOffset < lightCount)
// {
// v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
// #if SCALARIZE_LIGHT_LOOP
// uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
// #else
// uint s_lightIdx = v_lightIdx;
// #endif
// if (s_lightIdx == -1)
// break;
// LightData s_lightData = FetchLight(s_lightIdx);
// // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
// // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
// // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
// if (s_lightIdx >= v_lightIdx)
// {
// v_lightListOffset++;
// if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
// {
// float3 lightDirection;
// float4 distances; // {d, d^2, 1/d, d_proj}
// GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
// float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
// float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb) * lightColor.a;
// const float notDirectional = 1.0f;
// UTSLightData utsLightData;
// utsLightData.lightColor = additionalLightColor;
// utsLightData.lightDirection = lightDirection;
// utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
// utsLightData.specularDimmer = s_lightData.specularDimmer;
// utsLightData.shadowTint = s_lightData.shadowTint;
// utsLightData.penumbraTint = s_lightData.penumbraTint;
// if(length(additionalLightColor) >= length(mainPunctualLight.lightColor))
// {
// mainPunctualLight = utsLightData;
// }
// }
// }
// }
// return mainPunctualLight;
// }
// Todo: calculate the acutal main lighboth dorectional and punctual)t based on the light attenuation, rather than using the main directional light
UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPunctualLight)
{
UTSLightData utsLightData;
int mainLightIndex;
mainLightIndex = GetUtsMainLightIndex(builtinData);
if (mainLightIndex == -1 || length(_DirectionalLightDatas[mainLightIndex].color) < length(mainPunctualLight.lightColor))
{
utsLightData = mainPunctualLight;
}
else
{
utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
utsLightData.lightDirection = -_DirectionalLightDatas[mainLightIndex].forward;
utsLightData.diffuseDimmer = _DirectionalLightDatas[mainLightIndex].diffuseDimmer;
utsLightData.specularDimmer = _DirectionalLightDatas[mainLightIndex].specularDimmer;
utsLightData.shadowTint = _DirectionalLightDatas[mainLightIndex].shadowTint;
utsLightData.penumbraTint = _DirectionalLightDatas[mainLightIndex].penumbraTint;
}
return utsLightData;
}
# include "ShadingOtherLight.hlsl"
# include "UtsSelfShadowMainLight.hlsl"
# include "ShadingMainLight.hlsl"

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//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#ifndef DirectionalShadowType
# if (SHADEROPTIONS_RAYTRACING && (defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL))
# define DirectionalShadowType float3
# else
# define DirectionalShadowType float
# endif
#endif
float3 UTS_SelfShdowMainLight(LightLoopContext lightLoopContext, FragInputs input, int mainLightIndex)
{
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
/* todo. these should be put int a struct */
float4 Set_UV0 = input.texCoord0;
float3x3 tangentTransform = input.tangentToWorld;
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
float4 n = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, Set_UV0.xy);
// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
float3 normalLocal = _NormalMap_var.rgb;
float3 i_normalDir = surfaceData.normalWS;
/* to here todo. these should be put int a struct */
float shadowAttenuation = (float)lightLoopContext.shadowValue;
float3 mainLihgtDirection = -_DirectionalLightDatas[mainLightIndex].forward;
float3 mainLightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
// float4 tmpColor = EvaluateLight_Directional(context, posInput, _DirectionalLightDatas[mainLightIndex]);
// float3 mainLightColor = tmpColor.xyz;
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
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));
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
float3 lightDirection = normalize(lerp(defaultLightDirection, mainLihgtDirection.xyz, any(mainLihgtDirection.xyz)));
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
////// Lighting:
float _HalfLambert_var = 0.5 * dot(i_normalDir, lightDirection) + 0.5;
float lambert = dot(i_normalDir, lightDirection);
_HalfLambert_var = lambert;
float baseColorStep = 0.00001;
float Set_FinalShadowMask = saturate(1.0 + (-_HalfLambert_var) / (baseColorStep));
float3 Set_FinalBaseColor = 1 - Set_FinalShadowMask;
return Set_FinalBaseColor;
}

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// Unity Toon Shader
// sampler2D _MainTex;
// sampler2D _1st_ShadeMap;
// sampler2D _2nd_ShadeMap;
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_1st_ShadeMap);
TEXTURE2D(_2nd_ShadeMap);
sampler _Set_1st_ShadePosition;
sampler _Set_2nd_ShadePosition;
sampler _ShadingGradeMap;
sampler _HighColor_Tex;
sampler _Set_HighColorMask;
sampler _Set_RimLightMask;
sampler _MatCap_Sampler;
sampler _NormalMapForMatCap;
sampler _Set_MatcapMask;
sampler _Emissive_Tex;
// sampler2D _ClippingMask;
TEXTURE2D(_ClippingMask);
sampler _AngelRing_Sampler;
sampler _Outline_Sampler;
sampler _OutlineTex;
sampler _BakedNormal;

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// cosntant in Unity Toon Shader
float _utsTechnique;
float4 _Color;
fixed _Use_BaseAs1st;
fixed _Use_1stAs2nd;
fixed _Is_LightColor_Base;
float4 _MainTex_ST;
float4 _1st_ShadeMap_ST;
float4 _1st_ShadeColor;
fixed _Is_LightColor_1st_Shade;
float4 _2nd_ShadeMap_ST;
float4 _2nd_ShadeColor;
fixed _Is_LightColor_2nd_Shade;
fixed _Is_NormalMapToBase;
fixed _Set_SystemShadowsToBase;
float _Tweak_SystemShadowsLevel;
float _ShadowBias;
float _SDFShadowLevel;
float _SDFSmoothGamma;
float _SDFNoseHighlightCoef;
float _SDFNoseHighlightSmoothRange;
float _HairShadowDistance;
float _HairShadowDistanceScaleFactor;
float _HairShadowDepthBias;
float _HairShadowFadeInDistance;
float _HairShadowFadeOutDistance;
float _EyeParallaxAmount;
float _EyeBrowBlendingFactor;
float _BaseColor_Step;
float _BaseShade_Feather;
float4 _Set_1st_ShadePosition_ST;
float _ShadeColor_Step;
float _1st2nd_Shades_Feather;
float4 _Set_2nd_ShadePosition_ST;
float4 _ShadingGradeMap_ST;
float _Tweak_ShadingGradeMapLevel;
fixed _BlurLevelSGM;
//
float _1st_ShadeColor_Step;
float _1st_ShadeColor_Feather;
float _2nd_ShadeColor_Step;
float _2nd_ShadeColor_Feather;
float4 _HighColor;
float4 _HighColor_Tex_ST;
fixed _Is_LightColor_HighColor;
fixed _Is_NormalMapToHighColor;
float _HighColor_Power;
fixed _Is_SpecularToHighColor;
fixed _Is_BlendAddToHiColor;
fixed _Is_BlendAddToRimColor;
fixed _Is_UseTweakHighColorOnShadow;
float _TweakHighColorOnShadow;
float4 _Set_HighColorMask_ST;
float _Tweak_HighColorMaskLevel;
fixed _RimLight;
float4 _RimLightColor;
float _RimLight_Strength;
fixed _Is_LightColor_RimLight;
fixed _Is_NormalMapToRimLight;
float _RimLight_Power;
float _RimLight_InsideMask;
fixed _RimLight_FeatherOff;
fixed _LightDirection_MaskOn;
float _Tweak_LightDirection_MaskLevel;
fixed _Add_Antipodean_RimLight;
float4 _Ap_RimLightColor;
fixed _Is_LightColor_Ap_RimLight;
float _Ap_RimLight_Power;
fixed _Ap_RimLight_FeatherOff;
float4 _Set_RimLightMask_ST;
float _Tweak_RimLightMaskLevel;
fixed _MatCap;
float4 _MatCap_Sampler_ST;
float4 _MatCapColor;
fixed _Is_LightColor_MatCap;
fixed _Is_BlendAddToMatCap;
float _Tweak_MatCapUV;
float _Rotate_MatCapUV;
fixed _Is_NormalMapForMatCap;
float4 _NormalMapForMatCap_ST;
float _Rotate_NormalMapForMatCapUV;
fixed _Is_UseTweakMatCapOnShadow;
float _TweakMatCapOnShadow;
float4 _Set_MatcapMask_ST;
float _Tweak_MatcapMaskLevel;
fixed _Is_Ortho;
float _CameraRolling_Stabilizer;
fixed _BlurLevelMatcap;
fixed _Inverse_MatcapMask;
float _BumpScale;
float _BumpScaleMatcap;
float4 _Emissive_Tex_ST;
float4 _Emissive_Color;
fixed _Is_ViewCoord_Scroll;
float _Rotate_EmissiveUV;
float _Base_Speed;
float _Scroll_EmissiveU;
float _Scroll_EmissiveV;
fixed _Is_PingPong_Base;
float4 _ColorShift;
float4 _ViewShift;
float _ColorShift_Speed;
fixed _Is_ColorShift;
fixed _Is_ViewShift;
float3 emissive;
//
float _Unlit_Intensity;
fixed _Is_Filter_HiCutPointLightColor;
fixed _Is_Filter_LightColor;
float _StepOffset;
fixed _Is_BLD;
float _Offset_X_Axis_BLD;
float _Offset_Y_Axis_BLD;
fixed _Inverse_Z_Axis_BLD;
float4 _ClippingMask_ST;
fixed _IsBaseMapAlphaAsClippingMask;
float _Clipping_Level;
fixed _Inverse_Clipping;
float _Tweak_transparency;
fixed _AngelRing;
float4 _AngelRing_Sampler_ST;
float _BaseColorVisible;
float _BaseColorOverridden;
float4 _BaseColorMaskColor;
float _FirstShadeVisible;
float _FirstShadeOverridden;
float4 _FirstShadeMaskColor;
float _SecondShadeVisible;
float _SecondShadeOverridden;
float4 _SecondShadeMaskColor;
float _HighlightVisible;
float _HighlightOverridden;
float4 _HighlightMaskColor;
float _AngelRingVisible;
float _AngelRingOverridden;
float4 _AngelRingMaskColor;
float _RimLightVisible;
float _RimLightOverridden;
float4 _RimLightMaskColor;
float _OutlineVisible;
float _OutlineOverridden;
float4 _OutlineMaskColor;
float _ComposerMaskMode;
int _ClippingMatteMode;
float _GI_Intensity;
float _Light_Intensity_Multiplier;
float4 _AngelRing_Color;
fixed _Is_LightColor_AR;
float _AR_Intensity;
float _AR_ShadowIntensity;
float _AR_OffsetU;
float _AR_OffsetV;
fixed _ARSampler_AlphaOn;
// Unity Toon Shader Outline
float _Outline_Width;
float _Outline_MaxWidth;
float _Farthest_Distance;
float _Nearest_Distance;
float4 _Outline_Sampler_ST;
float4 _Outline_Color;
fixed _Is_BlendBaseColor;
float _Offset_Z;
float4 _OutlineTex_ST;
fixed _Is_OutlineTex;
float4 _BakedNormal_ST;
fixed _Is_BakedNormal;
fixed _UseSmoothedNormal;
float _ZOverDrawMode;
//
#if defined(_UTS_TOON_EV_PER_MODEL)
// not in materials
int _ToonLightHiCutFilter;
int _ToonEvAdjustmentCurve;
float _ToonEvAdjustmentValueArray[128];
float _ToonEvAdjustmentValueMin;
float _ToonEvAdjustmentValueMax;
float _ToonEvAdjustmentCompensation;
#endif //#if !defined(_UTS_TOON_EV_PER_MODEL)
float3 _ObjectCenter;
float _BlendMode;

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66
Runtime/HDRP/Sobel.cs Normal file
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using System;
[Serializable, VolumeComponentMenu("Post-processing/Custom/Sobel")]
public sealed class Sobel : CustomPostProcessVolumeComponent, IPostProcessComponent
{
[Tooltip("Controls the intensity of the effect.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
[Tooltip("Controls the colour of the outline.")]
public ColorParameter outlineColour = new ColorParameter(Color.black);
[Tooltip("Controls the thickness of the outline.")]
public FloatParameter outlineThickness = new FloatParameter(1f);
[Tooltip("Linearly scales the depth calculation.")]
public FloatParameter depthMultiplier = new FloatParameter(1f);
[Tooltip("Bias (ie. power) applied to the scaled depth value.")]
public FloatParameter depthBias = new FloatParameter(1f);
[Tooltip("Linearly scales the normal calculation.")]
public FloatParameter normalMultiplier = new FloatParameter(1f);
[Tooltip("Bias (ie. power) applied to the scaled normal value.")]
public FloatParameter normalBias = new FloatParameter(1f);
Material m_Material;
public bool IsActive() => m_Material != null && intensity.value > 0f;
// Do not forget to add this post process in the Custom Post Process Orders list (Project Settings > Graphics > HDRP Settings).
public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
const string kShaderName = "Hidden/Shader/Sobel";
public override void Setup()
{
if (Shader.Find(kShaderName) != null)
m_Material = new Material(Shader.Find(kShaderName));
else
Debug.LogError($"Unable to find shader '{kShaderName}'. Post Process Volume Sobel is unable to load.");
}
public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
{
if (m_Material == null)
return;
m_Material.SetFloat("_Intensity", intensity.value);
m_Material.SetColor("_Colour", outlineColour.value);
m_Material.SetFloat("_Thickness", outlineThickness.value);
m_Material.SetFloat("_DepthMultiplier", depthMultiplier.value);
m_Material.SetFloat("_DepthBias", depthBias.value);
m_Material.SetFloat("_NormalMultiplier", normalMultiplier.value);
m_Material.SetFloat("_NormalBias", normalBias.value);
cmd.Blit(source, destination, m_Material, 0);
}
public override void Cleanup()
{
CoreUtils.Destroy(m_Material);
}
}

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using UnityEngine.Rendering;
namespace Unity.Toonshader
{
[GenerateHLSL]
public enum UTS_BSDFDebug
{
None,
BaseColor,
Normal,
Smoothness,
Metallic,
AmbientOcclusion,
SpecularOcclusion,
SpecularColor,
Anisotropy,
HairRoughness,
NormalWS,
}
[GenerateHLSL]
public enum UTS_LightingDebug
{
None,
DiffuseLighting,
SpecularLighting,
DirectDiffuseLighting,
DirectSpecularLighting,
IndirectDiffuseLighting,
IndirectSpecularLighting,
IndirectDiffuseOcclusion,
IndirectSpecularOcclusion,
Emission,
}
}

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef UTSDEBUG_CS_HLSL
#define UTSDEBUG_CS_HLSL
//
// Unity.Toonshader.UTS_BSDFDebug: static fields
//
#define UTS_BSDFDEBUG_NONE (0)
#define UTS_BSDFDEBUG_BASE_COLOR (1)
#define UTS_BSDFDEBUG_NORMAL (2)
#define UTS_BSDFDEBUG_SMOOTHNESS (3)
#define UTS_BSDFDEBUG_METALLIC (4)
#define UTS_BSDFDEBUG_AMBIENT_OCCLUSION (5)
#define UTS_BSDFDEBUG_SPECULAR_OCCLUSION (6)
#define UTS_BSDFDEBUG_SPECULAR_COLOR (7)
#define UTS_BSDFDEBUG_ANISOTROPY (8)
#define UTS_BSDFDEBUG_HAIR_ROUGHNESS (9)
#define UTS_BSDFDEBUG_NORMAL_WS (10)
#endif

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using System.Collections.Generic;
using UnityEngine.Rendering;
namespace Unity.Toonshader
{
public static class UTSDebugPanel
{
static bool isPanelEnabled = false;
static UTS_BSDFDebug uTS_BSDFData = UTS_BSDFDebug.None;
static UTS_LightingDebug uTS_LightingData = UTS_LightingDebug.None;
public static void OnEnable()
{
if (isPanelEnabled)
return;
// Create a list of widgets
List<DebugUI.Widget> widgetList = new List<DebugUI.Widget>();
// Add a checkbox widget to the list of widgets
widgetList.AddRange(new DebugUI.Widget[]
{
new DebugUI.EnumField
{
displayName = "BSDF debug mode",
tooltip = "Select a bsdf debug mode",
getter = () => (int)uTS_BSDFData,
setter = value => uTS_BSDFData = (UTS_BSDFDebug)value,
getIndex = () => (int)uTS_BSDFData,
setIndex = value => uTS_BSDFData = (UTS_BSDFDebug)value,
autoEnum = typeof(UTS_BSDFDebug), onValueChanged = BSDFDebugChanged
},
new DebugUI.EnumField
{
displayName = "Lighting debug mode",
tooltip = "Select a lighting debug mode",
getter = () => (int)uTS_LightingData,
setter = value => uTS_LightingData = (UTS_LightingDebug)value,
getIndex = () => (int)uTS_LightingData,
setIndex = value => uTS_LightingData = (UTS_LightingDebug)value,
autoEnum = typeof(UTS_LightingDebug), onValueChanged = LightingDebugChanged
},
});
// Create a new panel (tab) in the Rendering Debugger
DebugUI.Panel panel = DebugManager.instance.GetPanel("UTS", createIfNull: true);
// Add the widgets to the panel
panel.children.Add(widgetList.ToArray());
isPanelEnabled = true;
}
private static void BSDFDebugChanged(DebugUI.Field<int> field, int arg2)
{
}
private static void LightingDebugChanged(DebugUI.Field<int> field, int arg2)
{
}
// Remove the custom panel if the GameObject is disabled
public static void OnDisable()
{
DebugManager.instance.RemovePanel("UTS");
isPanelEnabled = false;
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Toonshader
{
[Serializable, VolumeComponentMenu("Rendering/Unity Toon Shader")]
public class UTSRenderer : VolumeComponent
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
const int kAdjustmentCurvePrecision = 128;
const string kCompensationPropName = "_ToonEvAdjustmentCompensation";
const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
const string kIgnoreVolumeExposurePropName = "_ToonIgnoreExposureMultiplier";
[SerializeField]
internal float[] m_ExposureArray;
[SerializeField]
internal float m_Max, m_Min;
CustomPassVolume customPassVolume = new();
UTSOutlinePass outlinePass = new();
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
public BoolParameter enable = new BoolParameter(false, BoolParameter.DisplayType.EnumPopup);
[Space]
[Header("Outline")]
public BoolParameter enableOutline = new BoolParameter(false);
public MinFloatParameter outlineMaxWidth = new MinFloatParameter(1.0f, 0.0f);
[Space]
[Header("Hair Shadow")]
public BoolParameter enableHairShadow = new BoolParameter(false);
public ClampedFloatParameter shadowDistance = new ClampedFloatParameter(5.0f, 0.0f, 20.0f);
public ClampedFloatParameter shadowDistanceScale = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
public ClampedFloatParameter shadowDepthBias = new ClampedFloatParameter(0f, 0.0f, 0.01f);
public FloatParameter shadowFadeIn = new FloatParameter(45f);
public FloatParameter shadowFadeOut = new FloatParameter(50f);
[Space]
[Header("Exposure")]
public BoolParameter ignoreVolumeExposure = new BoolParameter(false);
public BoolParameter lightIntensityLimiter = new BoolParameter(false);
public MinFloatParameter compensation = new MinFloatParameter(0.0f, 0.0f);
public BoolParameter toonEVAdjustment = new BoolParameter(false);
public AnimationCurveParameter adjustmentCurve = new AnimationCurveParameter(DefaultAnimationCurve());
UTSRenderer()
{
displayName = "UTS Renderer";
}
protected override void OnEnable()
{
base.OnEnable();
UTSDebugPanel.OnEnable();
Initialize();
}
protected override void OnDisable()
{
base.OnDisable();
UTSDebugPanel.OnDisable();
Release();
}
private void OnValidate()
{
if (!enable.value)
{
Release();
return;
}
Initialize();
if (!m_initialized)
{
return;
}
// Fail safe in case the curve is deleted / has 0 point
var curve = adjustmentCurve.value;
if (curve == null || curve.length == 0)
{
m_Min = 0f;
m_Max = 0f;
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = 0.0f;
}
else
{
m_Min = curve[0].time;
m_Max = curve[curve.length - 1].time;
var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
}
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
{
// on compile begin
m_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
{
// on compile end
m_isCompiling = false;
}
#endif
Shader.SetGlobalFloatArray(kExposureArrayPropName, m_ExposureArray);
Shader.SetGlobalFloat(kExposureMinPropName, m_Min);
Shader.SetGlobalFloat(kExposureMaxPropName, m_Max);
Shader.SetGlobalInt(kExposureAdjustmentPropName, toonEVAdjustment.value ? 1 : 0);
Shader.SetGlobalInt(kToonLightFilterPropName, lightIntensityLimiter.value ? 1 : 0);
Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, ignoreVolumeExposure.value ? 1 : 0);
Shader.SetGlobalFloat(kCompensationPropName, compensation.value);
}
internal static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
void Initialize()
{
if (m_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
if (m_ExposureArray == null || m_ExposureArray.Length != kAdjustmentCurvePrecision)
{
m_ExposureArray = new float[kAdjustmentCurvePrecision];
}
m_initialized = true;
}
protected override void OnDestroy()
{
base.OnDestroy();
Release();
}
void Release()
{
if (m_initialized)
{
m_ExposureArray = null;
Shader.SetGlobalFloat(kExposureMinPropName, 0);
Shader.SetGlobalFloat(kExposureMaxPropName, 0);
Shader.SetGlobalInt(kExposureAdjustmentPropName, 0);
Shader.SetGlobalInt(kToonLightFilterPropName, 0);
Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, 0);
Shader.SetGlobalFloat(kCompensationPropName, 0);
}
m_initialized = false;
}
private void Reset()
{
OnDisable();
OnEnable();
DefaultAnimationCurve();
}
}
}

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using Unity.Toonshader;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
public class UTSOutlinePass : DrawRenderersCustomPass
{
protected override void Execute(CustomPassContext ctx)
{
UTSRenderer utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
return;
if (!utsRenderer.enableOutline.value || !utsRenderer.enable.value)
return;
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
ShaderTagId outlineTag = new ShaderTagId("Outline");
RenderStateMask mask = RenderStateMask.Nothing;
RenderStateBlock stateBlock = new RenderStateBlock(mask)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
// We disable the stencil when the depth is overwritten but we don't write to it, to prevent writing to the stencil.
stencilState = new StencilState(false),
};
PerObjectData renderConfig = ctx.hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask) ? HDUtils.GetRendererConfiguration(true, false) : HDUtils.GetRendererConfiguration(false, true);
UnityEngine.Rendering.RendererUtils.RendererListDesc result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = true,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
stateBlock = stateBlock,
layerMask = layerMask,
};
ScriptableRenderContext renderCtx = ctx.renderContext;
CoreUtils.DrawRendererList(renderCtx, ctx.cmd, renderCtx.CreateRendererList(result));
}
}

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