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23
Runtime/HDRP/Shaders/HDRPToonFunction.hlsl
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23
Runtime/HDRP/Shaders/HDRPToonFunction.hlsl
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float StepAntiAliasing(float x, float y)
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{
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float v = x - y;
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return saturate(v / (fwidth(v)+HALF_MIN));//fwidth(x) = abs(ddx(x) + ddy(x))
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}
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float Remap(float In, float2 InMinMax, float2 OutMinMax)
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{
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return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
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}
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float3 ToonMaping(float3 x)
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{
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x = x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14);
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return x;
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}
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float3 GetSmoothedWorldNormal(float2 uv, float3x3 t_tbn)
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{
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float3 normal = float3(uv, 0);
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normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
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return mul(normal, t_tbn);
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}
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