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Misaki
2024-08-15 17:00:11 +09:00
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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"