Organize folder structure;

Update RimLighting;
This commit is contained in:
2025-02-04 21:21:44 +09:00
parent d44ff7d58c
commit eacbbc9b8b
24 changed files with 249 additions and 216 deletions

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@@ -1,7 +1,3 @@
//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#ifndef UCTS_HDRP_INCLUDED
#define UCTS_HDRP_INCLUDED

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@@ -1,35 +1,38 @@
float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData,
#ifndef UTS_LIT_DATA
#define UTS_LIT_DATA
float UtsGetSurfaceData(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData,
out float3 normalTS, out float3 bentNormalTS)
{
float3 detailNormalTS = float3(0.0, 0.0, 0.0);
float detailMask = 0.0;
#ifdef _DETAIL_MAP_IDX
#ifdef _DETAIL_MAP_IDX
detailMask = 1.0;
#ifdef _MASKMAP_IDX
detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b;
#endif
#ifdef _MASKMAP_IDX
detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b;
#endif
float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb;
float detailAlbedo = detailAlbedoAndSmoothness.r * 2.0 - 1.0;
float detailSmoothness = detailAlbedoAndSmoothness.g * 2.0 - 1.0;
// Resample the detail map but this time for the normal map. This call should be optimize by the compiler
// We split both call due to trilinear mapping
detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale));
#endif
#endif
float4 color = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap),
ADD_IDX(layerTexCoord.base)).rgba * ADD_IDX(_BaseColor).rgba;
surfaceData.baseColor = color.rgb;
float alpha = 1.0f;
#ifdef DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode == DEBUGMIPMAPMODE_NONE)
#endif
#endif
{
alpha = color.a;
alpha = lerp(ADD_IDX(_AlphaRemapMin), ADD_IDX(_AlphaRemapMax), alpha);
}
#ifdef _DETAIL_MAP_IDX
#ifdef _DETAIL_MAP_IDX
// Goal: we want the detail albedo map to be able to darken down to black and brighten up to white the surface albedo.
// The scale control the speed of the gradient. We simply remap detailAlbedo from [0..1] to [-1..1] then perform a lerp to black or white
// with a factor based on speed.
@@ -39,7 +42,7 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
baseColorOverlay *= baseColorOverlay;
// Lerp with details mask
surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask);
#endif
#endif
surfaceData.specularOcclusion = 1.0; // Will be setup outside of this function
@@ -50,120 +53,121 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask);
bentNormalTS = ADD_IDX(GetBentNormalTS)(input, layerTexCoord, normalTS, detailNormalTS, detailMask);
#if _PBR_MODE_OFF
surfaceData.perceptualSmoothness = 1;
#else
#if _PBR_MODE_OFF
surfaceData.perceptualSmoothness = 0.0;
#else
#if defined(_MASKMAP_IDX)
surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
surfaceData.perceptualSmoothness = lerp(ADD_IDX(_SmoothnessRemapMin), ADD_IDX(_SmoothnessRemapMax), surfaceData.perceptualSmoothness);
#else
#else
surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
#endif
#endif
#endif
#endif
#ifdef _DETAIL_MAP_IDX
#ifdef _DETAIL_MAP_IDX
// See comment for baseColorOverlay
float smoothnessDetailSpeed = saturate(abs(detailSmoothness) * ADD_IDX(_DetailSmoothnessScale));
float smoothnessOverlay = lerp(surfaceData.perceptualSmoothness, (detailSmoothness < 0.0) ? 0.0 : 1.0, smoothnessDetailSpeed);
// Lerp with details mask
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask);
#endif
#endif
#if _PBR_MODE_OFF
surfaceData.metallic = 0;
#if _PBR_MODE_OFF
surfaceData.metallic = 0.0;
surfaceData.ambientOcclusion = 1.0;
#else
// MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness
#ifdef _MASKMAP_IDX
#ifdef _MASKMAP_IDX
surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
surfaceData.metallic = lerp(ADD_IDX(_MetallicRemapMin), ADD_IDX(_MetallicRemapMax), surfaceData.metallic);
surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g;
surfaceData.ambientOcclusion = lerp(ADD_IDX(_AORemapMin), ADD_IDX(_AORemapMax), surfaceData.ambientOcclusion);
#else
#else
surfaceData.metallic = ADD_IDX(_Metallic);
surfaceData.ambientOcclusion = 1.0;
#endif
#endif
#endif
#endif
surfaceData.diffusionProfileHash = asuint(ADD_IDX(_DiffusionProfileHash));
surfaceData.subsurfaceMask = ADD_IDX(_SubsurfaceMask);
surfaceData.transmissionMask = ADD_IDX(_TransmissionMask);
#ifdef _SUBSURFACE_MASK_MAP_IDX
#ifdef _SUBSURFACE_MASK_MAP_IDX
surfaceData.subsurfaceMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceMaskMap), SAMPLER_SUBSURFACE_MASK_MAP_IDX, ADD_IDX(layerTexCoord.base)).r;
#endif
#ifdef _TRANSMISSION_MASK_MAP_IDX
#endif
#ifdef _TRANSMISSION_MASK_MAP_IDX
surfaceData.transmissionMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_TransmissionMaskMap), SAMPLER_TRANSMISSION_MASK_MAP_IDX, ADD_IDX(layerTexCoord.base)).r;
#endif
#endif
#ifdef _THICKNESSMAP_IDX
#ifdef _THICKNESSMAP_IDX
surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
surfaceData.thickness = ADD_IDX(_ThicknessRemap).x + ADD_IDX(_ThicknessRemap).y * surfaceData.thickness;
#else
#else
surfaceData.thickness = ADD_IDX(_Thickness);
#endif
#endif
// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
#if !defined(LAYERED_LIT_SHADER)
#if !defined(LAYERED_LIT_SHADER)
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#endif
#ifdef _TANGENTMAP
#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
#ifdef _TANGENTMAP
#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
// Tangent space vectors always use only 2 channels.
float3 tangentTS = UnpackNormalmapRGorAG(SAMPLE_UVMAPPING_TEXTURE2D(_TangentMap, sampler_TangentMap, layerTexCoord.base), 1.0);
surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld);
#else // Object space
#else // Object space
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0);
surfaceData.tangentWS = TransformObjectToWorldNormal(tangentOS);
#endif
#else
#endif
#else
// Note we don't normalize tangentWS either with a tangentmap above or using the interpolated tangent from the TBN frame
// as it will be normalized later with a call to Orthonormalize():
surfaceData.tangentWS = input.tangentToWorld[0].xyz;
// The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
#endif
#endif
#ifdef _ANISOTROPYMAP
#ifdef _ANISOTROPYMAP
surfaceData.anisotropy = SAMPLE_UVMAPPING_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, layerTexCoord.base).r;
#else
#else
surfaceData.anisotropy = 1.0;
#endif
#endif
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
surfaceData.specularColor = _SpecularColor.rgb;
#ifdef _SPECULARCOLORMAP
#ifdef _SPECULARCOLORMAP
surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
#endif
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= _EnergyConservingSpecularColor > 0.0 ? (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)) : 1.0;
#endif
#endif
#if HAS_REFRACTION
#if HAS_REFRACTION
if (_EnableSSRefraction)
{
surfaceData.ior = _Ior;
@@ -185,36 +189,36 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
surfaceData.transmittanceMask = 0.0;
alpha = 1.0;
}
#else
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.coatMask = _CoatMask;
// To shader feature for keyword to limit the variant
surfaceData.coatMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_CoatMaskMap), ADD_ZERO_IDX(sampler_CoatMaskMap), ADD_IDX(layerTexCoord.base)).r;
#else
#else
surfaceData.coatMask = 0.0;
#endif
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
#ifdef _IRIDESCENCE_THICKNESSMAP
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
#ifdef _IRIDESCENCE_THICKNESSMAP
surfaceData.iridescenceThickness = SAMPLE_UVMAPPING_TEXTURE2D(_IridescenceThicknessMap, sampler_IridescenceThicknessMap, layerTexCoord.base).r;
surfaceData.iridescenceThickness = _IridescenceThicknessRemap.x + _IridescenceThicknessRemap.y * surfaceData.iridescenceThickness;
#else
#else
surfaceData.iridescenceThickness = _IridescenceThickness;
#endif
#endif
surfaceData.iridescenceMask = _IridescenceMask;
surfaceData.iridescenceMask *= SAMPLE_UVMAPPING_TEXTURE2D(_IridescenceMaskMap, sampler_IridescenceMaskMap, layerTexCoord.base).r;
#else
#else
surfaceData.iridescenceThickness = 0.0;
surfaceData.iridescenceMask = 0.0;
#endif
#endif
#else // #if !defined(LAYERED_LIT_SHADER)
#else // #if !defined(LAYERED_LIT_SHADER)
// Mandatory to setup value to keep compiler quiet
@@ -236,7 +240,7 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
surfaceData.atDistance = 1000000.0;
surfaceData.transmittanceMask = 0.0;
#endif // #if !defined(LAYERED_LIT_SHADER)
#endif // #if !defined(LAYERED_LIT_SHADER)
return alpha;
}
@@ -248,16 +252,16 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
// and UV1 is corrupt when we use surface gradient. In case UV1 aren't required we set them to 0, so we ensure there is no garbage.
// When using lightmaps, the uv1 is always valid but we don't update _UVMappingMask.y to 1
// So when we are using them, we just need to keep the UVs as is.
#if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT)
#if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT)
input.texCoord1 = (_UVMappingMask.y + _UVDetailsMappingMask.y + _UVMappingMaskEmissive.y) > 0 ? input.texCoord1 : 0;
#endif
#endif
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#endif
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
@@ -267,33 +271,33 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
GetLayerTexCoord(input, layerTexCoord);
#if !defined(SHADER_STAGE_RAY_TRACING)
#if !defined(SHADER_STAGE_RAY_TRACING)
float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord);
#ifdef _DEPTHOFFSET_ON
#ifdef _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, depthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#else
#endif
#else
float depthOffset = 0.0;
#endif
#endif
#if defined(_ALPHATEST_ON)
#if defined(_ALPHATEST_ON)
float alphaTex = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).a;
alphaTex = lerp(_AlphaRemapMin, _AlphaRemapMax, alphaTex);
float alphaValue = alphaTex * _BaseColor.a;
// Perform alha test very early to save performance (a killed pixel will not sample textures)
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
float alphaCutoff = _AlphaCutoffPrepass;
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
float alphaCutoff = _AlphaCutoffPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
float alphaCutoff = _UseShadowThreshold ? _AlphaCutoffShadow : _AlphaCutoff;
#else
#else
float alphaCutoff = _AlphaCutoff;
#endif
#endif
GENERIC_ALPHA_TEST(alphaValue, alphaCutoff);
#endif
#endif
// We perform the conversion to world of the normalTS outside of the GetSurfaceData
// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
@@ -306,83 +310,85 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
surfaceData.geomNormalWS = input.tangentToWorld[2];
surfaceData.specularOcclusion = 1.0;
#ifdef DECAL_NORMAL_BLENDING
#ifdef DECAL_NORMAL_BLENDING
if (_EnableDecals)
{
#ifndef SURFACE_GRADIENT
#ifndef SURFACE_GRADIENT
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
input.tangentToWorld[0], input.tangentToWorld[1]);
#endif
#endif
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, input, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, input.tangentToWorld[2], surfaceData, normalTS);
}
GetNormalWS_SG(input, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
#else
GetNormalWS(input, normalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
#if HAVE_DECALS
if (_EnableDecals)
{
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, input, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, input.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
#endif
// Use bent normal to sample GI if available
#ifdef _BENTNORMALMAP
#ifdef _BENTNORMALMAP
GetNormalWS(input, bentNormalTS, bentNormalWS, doubleSidedConstants);
#else
#else
bentNormalWS = surfaceData.normalWS;
#endif
#endif
#if defined(DEBUG_DISPLAY)
#if !defined(SHADER_STAGE_RAY_TRACING)
#if defined(DEBUG_DISPLAY)
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, input.texCoord0);
surfaceData.metallic = 0;
}
#endif
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData);
#endif
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP)
#if defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
// Don't do spec occ from Ambient if there is no mask mask
#elif defined(_MASKMAP) && !defined(_SPECULAR_OCCLUSION_NONE)
#elif defined(_MASKMAP) && !defined(_SPECULAR_OCCLUSION_NONE)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#endif
// This is use with anisotropic material
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
// Specular AA
#ifdef PROJECTED_SPACE_NDF_FILTERING
#ifdef PROJECTED_SPACE_NDF_FILTERING
surfaceData.perceptualSmoothness = ProjectedSpaceGeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold);
#else
#else
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold);
#endif
#endif
#endif
#endif
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, layerTexCoord.base, builtinData);
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask
builtinData.alphaClipTreshold = alphaCutoff;
#endif
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#endif

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@@ -0,0 +1,54 @@
#ifndef UTS_SURFACE_FEATURE_EVALUATION
#define UTS_SURFACE_FEATURE_EVALUATION
// Rim light is calculated per light
float3 UtsEvaluateColor_RimLight(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData, float3 L, float3 lightColor)
{
float clampNdotV = ClampNdotV(preLightData.NdotV);
float rimLightWeight = 1.0 - clampNdotV;
rimLightWeight = pow(rimLightWeight, exp2(lerp(3.0, 0.0, _RimLightLevel)));
float3 normalVS = normalize(mul((float3x3)UNITY_MATRIX_V, bsdfData.geomNormalWS));
float2 depthUV = posInput.positionNDC.xy + normalVS * (_RimLightLevel * 0.05 / posInput.linearDepth);
float offsetedDepth = SampleCameraDepth(depthUV);
float depthDiff = saturate(posInput.deviceDepth - offsetedDepth);
float halfLambert = 0.5 * dot(bsdfData.normalWS, L) + 0.5;
//float rimLightMask = lerp(0.5 * lambert + 0.5, saturate(lambert), _Tweak_LightDirection_MaskLevel * 2.0);
float rimLightMask = saturate(smoothstep(_Tweak_LightDirection_MaskLevel, 1.0, halfLambert));
rimLightWeight = step(0.0025 / posInput.linearDepth, depthDiff);
float3 outColor = rimLightWeight * lightColor * _RimLightColor * _RimLightStrength;
return outColor * rimLightMask;
}
DirectLighting UtsEvaluateAngelRing(FragInputs input, float3 normalWS, float3 V)
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
// Should we scroll the angel ring texture on x?
float3 cameraRight = UNITY_MATRIX_V[0].xyz;
float3 cameraFront = UNITY_MATRIX_V[2].xyz;
float3 upVector = float3(0, 1, 0);
float3 rightAxis = cross(cameraFront, upVector);
float cameraRightMagnitude = sqrt(cameraRight.x * cameraRight.x + cameraRight.y * cameraRight.y + cameraRight.z * cameraRight.z);
float rightAxisMagnitude = sqrt(rightAxis.x * rightAxis.x + rightAxis.y * rightAxis.y + rightAxis.z * rightAxis.z);
float cameraRollCos = dot(rightAxis, cameraRight) / (rightAxisMagnitude * cameraRightMagnitude);
float3 cameraRoll = acos(clamp(cameraRollCos, -1.0, 1.0));
float cameraDir = cameraRight.y < 0 ? -1.0 : 1.0;
float2 arOffsetU = lerp(mul(UNITY_MATRIX_V, float4(normalWS, 0)).xyz, float3(0, 0, 1), _AngelRingOffsetU).xy;
arOffsetU = arOffsetU * 0.5 + 0.5;
float2 arvnRotate = RotateUV(arOffsetU, -(cameraDir * cameraRoll), 0.5, 1.0);
float2 arOffsetUV = float2(arvnRotate.x, lerp(input.texCoord0.y, arvnRotate.y, _AngelRingOffsetV));
float4 angelRingColor = SAMPLE_TEXTURE2D(_AngelRingColorMap, sampler_AngelRingColorMap, TRANSFORM_TEX(arOffsetUV, _AngelRingColorMap)) * _AngelRingColor * _AngelRingIntensity;
float weight = saturate(dot(normalize(V), normalWS));
lighting.specular += angelRingColor.r * angelRingColor.a * weight;
return lighting;
}
#endif

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@@ -0,0 +1,7 @@
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ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b4b440fa5514bff4089187ae3b07b338
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -9,8 +9,7 @@
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
#endif
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsMaterialEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsShadowEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsMaterialEvaluation.hlsl"
const float rateR = 0.299;
const float rateG = 0.587;

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@@ -3,8 +3,10 @@
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Models/SurfaceFeature.cs.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsSurfaceFeatureEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
// Channel mask enum.
// this must be same to UI cs code

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@@ -3,6 +3,8 @@
#define ColorSpaceDielectricSpec half4(0.22, 0.22, 0.22, 0.779)
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsShadowEvaluation.hlsl"
struct UtsShadeMask
{
float baseShadeMask;
@@ -111,53 +113,6 @@ half3 FitWithCurveApprox(half NdotL, half Curvature)
return lerp(curve0, curve1, mad(oneMinusCurva2, -1.0 * oneMinusCurva2, 1.0));
}
float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
{
float2 right_uv = float2(1 - uv.x, uv.y);
float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, uv).rgb;
float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, right_uv).rgb;
float2 leftVector = normalize(mul(UNITY_MATRIX_M, float4(1.0, 0.0, 0.0, 0.0)).xz);
float2 forwardVector = normalize(mul(UNITY_MATRIX_M, float4(0.0, 0.0, 1.0, 0.0)).xz);
float2 lightDirection = normalize(L.xz);
angle = saturate(dot(forwardVector, lightDirection) * -1.0 + _SDFShadowLevel);
bool isRightSide = dot(lightDirection, leftVector) > 0;
return isRightSide ? right_SDFTex : left_SDFTex;
}
float GetHairShadow(PositionInputs posInput, float3 L)
{
float shadow = 1.0;
// Push the face fragment view space position towards the light for a little bit
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
if (hairShadowOpacity > 0.0)
{
float3 viewLightDir = TransformWorldToViewDir(L); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
shadowLength.y *= camDirFactor;
float2 samplingPoint = (posInput.positionSS + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2(1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
// Then sample the hair buffer, to see if the fragment lands in shadow.
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale.xy; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_linear_clamp_sampler, scaledUVs).r;
float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 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.
shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask);
}
return shadow;
}
DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData, SHADOW_TYPE shadow,
float3 lightColor, float3 V, float3 L, float2 uv,
float diffuseDimmer, float specularDimmer)
@@ -183,7 +138,7 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
float3 diffuseTerm = 0.0;
float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
#if _USE_SHADING_RAMP_MAP_ON
#if _SHADING_MODE_STANDARD
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
@@ -191,14 +146,14 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
diffuseTerm = bsdfData.diffuseColor * rampColor;
specularTerm *= saturate(NdotL) * shadow;
#elif _SHADING_MODE_SDF
#elif _SHADING_MODE_SDF
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * shadow.x, 0.0), _ShadingIndex, 0.0).rgb;
diffuseTerm = bsdfData.diffuseColor * rampColor;
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * shadow;
#endif
#endif
#else
#if _SHADING_MODE_STANDARD
#if _SHADING_MODE_STANDARD
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
@@ -211,60 +166,24 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, firstShadeMask), bsdfData.diffuseColor, baseShadeMask);
specularTerm *= baseShadeMask;
#elif _SHADING_MODE_SDF
#elif _SHADING_MODE_SDF
float shadeMask = sdfShadowMask * sdfTexture.b * shadow;
diffuseTerm = lerp(bsdfData.firstShadingDiffuseColor, bsdfData.diffuseColor, shadeMask);
specularTerm = (specularTerm + sdfHighlight) * shadeMask;
#endif
#endif
#endif
lighting.diffuse += diffuseTerm * lightColor * diffuseDimmer;
lighting.specular += specularTerm * lightColor * specularDimmer;
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_RIM_LIGHT))
{
lighting.diffuse += UtsEvaluateColor_RimLight(posInput, bsdfData, preLightData, L, lightColor);
}
}
return lighting;
}
float3 UtsEvaluateRimLight(UtsBSDFData bsdfData, PreLightData preLightData, float3 L, float3 lightColor)
{
float clampNdotV = ClampNdotV(preLightData.NdotV);
float rimLightWeight = 1.0 - clampNdotV;
rimLightWeight = pow(rimLightWeight, exp2(lerp(3.0, 0.0, _RimLightLevel)));
float3 rimlightColor = rimLightWeight * _RimLightColor * _RimLightStrength;
float3 outColor = rimlightColor;
return outColor;
}
DirectLighting UtsEvaluateAngelRing(FragInputs input, float3 normalWS, float3 V)
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
// Should we scroll the angel ring texture on x?
float3 cameraRight = UNITY_MATRIX_V[0].xyz;
float3 cameraFront = UNITY_MATRIX_V[2].xyz;
float3 upVector = float3(0, 1, 0);
float3 rightAxis = cross(cameraFront, upVector);
float cameraRightMagnitude = sqrt(cameraRight.x * cameraRight.x + cameraRight.y * cameraRight.y + cameraRight.z * cameraRight.z);
float rightAxisMagnitude = sqrt(rightAxis.x * rightAxis.x + rightAxis.y * rightAxis.y + rightAxis.z * rightAxis.z);
float cameraRollCos = dot(rightAxis, cameraRight) / (rightAxisMagnitude * cameraRightMagnitude);
float3 cameraRoll = acos(clamp(cameraRollCos, -1.0, 1.0));
float cameraDir = cameraRight.y < 0 ? -1.0 : 1.0;
float2 arOffsetU = lerp(mul(UNITY_MATRIX_V, float4(normalWS, 0)).xyz, float3(0, 0, 1), _AngelRingOffsetU).xy;
arOffsetU = arOffsetU * 0.5 + 0.5;
float2 arvnRotate = RotateUV(arOffsetU, -(cameraDir * cameraRoll), 0.5, 1.0);
float2 arOffsetUV = float2(arvnRotate.x, lerp(input.texCoord0.y, arvnRotate.y, _AngelRingOffsetV));
float4 angelRingColor = SAMPLE_TEXTURE2D(_AngelRingColorMap, sampler_AngelRingColorMap, TRANSFORM_TEX(arOffsetUV, _AngelRingColorMap)) * _AngelRingColor * _AngelRingIntensity;
float weight = saturate(dot(normalize(V), normalWS));
lighting.specular += angelRingColor.r * angelRingColor.a * weight;
return lighting;
}
#endif

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@@ -10,6 +10,53 @@ float3 UtsGetShadowNormal(UtsBSDFData bsdfData)
#endif
}
float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
{
float2 right_uv = float2(1 - uv.x, uv.y);
float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, uv).rgb;
float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, right_uv).rgb;
float2 leftVector = normalize(mul(UNITY_MATRIX_M, float4(1.0, 0.0, 0.0, 0.0)).xz);
float2 forwardVector = normalize(mul(UNITY_MATRIX_M, float4(0.0, 0.0, 1.0, 0.0)).xz);
float2 lightDirection = normalize(L.xz);
angle = saturate(dot(forwardVector, lightDirection) * -1.0 + _SDFShadowLevel);
bool isRightSide = dot(lightDirection, leftVector) > 0;
return isRightSide ? right_SDFTex : left_SDFTex;
}
float GetHairShadow(PositionInputs posInput, float3 L)
{
float shadow = 1.0;
// Push the face fragment view space position towards the light for a little bit
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
if (hairShadowOpacity > 0.0)
{
float3 viewLightDir = TransformWorldToViewDir(L); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
shadowLength.y *= camDirFactor;
float2 samplingPoint = (posInput.positionSS + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2(1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
// Then sample the hair buffer, to see if the fragment lands in shadow.
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale.xy; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_linear_clamp_sampler, scaledUVs).r;
float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 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.
shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask);
}
return shadow;
}
// distances = {d, d^2, 1/d, d_proj}, where d_proj = dot(lightToSample, light.forward).
SHADOW_TYPE UtsEvaluateShadow_Punctual(LightLoopContext lightLoopContext, PositionInputs posInput, LightData light, BuiltinData builtinData, float3 N, float3 L, float4 distances)
{