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5 Commits
2.0.5
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b1ef8afc8d
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140734dc06 |
14
CHANGELOG.md
14
CHANGELOG.md
@@ -2,6 +2,20 @@
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All notable changes to this project will be documented in this file.
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## [2.1.0] - 09-Jan-2025
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### Added
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- Added HairBlending shader pass;
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- Added HairBlendingSetting in UTSRenderPassSetting;
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- Added MaterialType to UTS;
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- Added MaterialFeature scope to UTS material editor;
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### Changed
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- Merged HairBlendingPass and HairShadowPass into UTSPass;
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### Fixed
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- Fixed the bug that character box light can not update rotation correctly according to bound light source;
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## [2.0.5] - 08-Jan-2025
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### Added
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@@ -1,10 +1,10 @@
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<engine:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:engine="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
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<engine:VisualElement data-source-type="Unity.Rendering.HighDefinition.Toon.BoxLightAdjustment, Unity.Toonshader" style="flex-grow: 1;">
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<engine:VisualElement data-source-type="Misaki.HdrpToon.BoxLightAdjustment, Misaki.HdrpToon" style="flex-grow: 1;">
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<engine:Label text="Rendering" style="-unity-font-style: bold; margin-top: 4px; margin-bottom: 2px;" />
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<engine:VisualElement name="renderingGroup" style="padding-left: 8px;">
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<editor:RenderingLayerMaskField label="Layer Mask" value="DynamicTransform" type="UnityEngine.Rendering.HighDefinition.RenderingLayerMask, Unity.RenderPipelines.HighDefinition.Runtime">
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<Bindings>
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<engine:DataBinding property="value" data-source-path="LayerMask" data-source-type="Unity.Rendering.HighDefinition.Toon.BoxLightAdjustment, Unity.Toonshader" binding-mode="TwoWay" />
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<engine:DataBinding property="value" data-source-path="LayerMask" binding-mode="TwoWay" />
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</Bindings>
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</editor:RenderingLayerMaskField>
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<editor:ObjectField label="Source Light" type="UnityEngine.Light, UnityEngine.CoreModule">
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@@ -30,21 +30,11 @@
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<engine:DataBinding property="index" data-source-path="followGameObjectPosition" binding-mode="TwoWay" />
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</Bindings>
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</engine:DropdownField>
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<engine:DropdownField label="Follow Rotation" choices="Disable,Enable" index="0">
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<engine:FloatField label="Distance Offset" value="20">
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<Bindings>
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<engine:DataBinding property="index" data-source-path="followGameObjectRotation" binding-mode="TwoWay" />
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<engine:DataBinding property="value" data-source-path="distanceOffset" binding-mode="TwoWay" />
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</Bindings>
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</engine:DropdownField>
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<engine:Vector3Field label="Position Offset">
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<Bindings>
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<engine:DataBinding property="value" data-source-path="positionOffset" binding-mode="TwoWay" />
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</Bindings>
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</engine:Vector3Field>
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<engine:Vector3Field label="Rotation Offset">
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<Bindings>
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<engine:DataBinding property="value" data-source-path="rotationOffset" binding-mode="TwoWay" source-to-ui-converters="QuaternionToVector3Converter" ui-to-source-converters="QuaternionToVector3Converter" />
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</Bindings>
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</engine:Vector3Field>
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</engine:FloatField>
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</engine:VisualElement>
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</engine:VisualElement>
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</engine:UXML>
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@@ -108,7 +108,7 @@ namespace UnityEditor.Rendering.Toon
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internal const string ShaderPropReceiveHairShadow = "_Is_ReceiveHairShadow";
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internal const string ShaderPropEyeParallax = "_Is_EyeParallax";
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internal const string ShaderPropEyebrowSeethrough = "_Is_EyebrowSeethrough";
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internal const string ShaderPropHairBlendingTarget = "_Is_HairBlendingTarget";
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internal const string ShaderPropSimpleUI = "_simpleUI";
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internal const string ShaderPropAutoRenderQueue = "_AutoRenderQueue";
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@@ -128,6 +128,7 @@ namespace UnityEditor.Rendering.Toon
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internal const string ShaderPropUtsVersionZ = "_utsVersionZ";
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internal const string ShaderPropIsUnityToonShader = "_isUnityToonshader";
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internal const string ShaderPropShadowMode = "_Shadow_Mode";
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internal const string ShaderPropMaterialType = "_Material_Type";
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internal const string ShaderPropPBR = "_PBR_Mode";
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internal const string ShaderPropOutline = "_OUTLINE";
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internal const string ShaderPropNormalMapToHighColor = "_Is_NormalMapToHighColor";
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@@ -211,6 +212,8 @@ namespace UnityEditor.Rendering.Toon
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protected readonly string[] ClippingModeNames = { "Off", "On", "Clip Transparency" };
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protected readonly string[] StencilModeNames = { "Off", "Draw If Not Equal to", "Replace Stencil Buffer with" };
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protected readonly string[] ZTestModeNames = { "Disabled", "Never", "Less", "Equal", "LessEqual", "Greater", "NotEqual", "GreaterEqual", "Always" };
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protected readonly string[] materialTypeDefines = { "MATERIAL_TYPE_STANDARD", "MATERIAL_TYPE_FRONT_HAIR", "MATERIAL_TYPE_FACE", "MATERIAL_TYPE_EYE" };
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protected readonly string[] PbrModeDefines = { "_PBR_Mode_OFF", "_PBR_Mode_ST", "_PBR_Mode_ANISO", "_PBR_Mode_KK", "_PBR_Mode_TOON" };
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public enum UTS_ClippingMode
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@@ -279,6 +282,14 @@ namespace UnityEditor.Rendering.Toon
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Normal, SDF
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}
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public enum MaterialType
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{
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Standard,
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FrontHair,
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Face,
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Eye
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}
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public enum PBRMode
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{
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Off, Standard, Anisotropy, KKHair, Toon
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@@ -314,18 +325,19 @@ namespace UnityEditor.Rendering.Toon
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Shader = 1 << 0,
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Basic = 1 << 1,
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ShadingStepAndFeather = 1 << 2,
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NormalMap = 1 << 3,
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Highlight = 1 << 4,
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Rimlight = 1 << 5,
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MatCap = 1 << 6,
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AngelRing = 1 << 7,
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Emission = 1 << 8,
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Outline = 1 << 9,
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TessellationLegacy = 1 << 10,
|
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TessellationHDRP = 1 << 11,
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SceneLight = 1 << 12,
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EnvironmentalLightEffectiveness = 1 << 13,
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MetaverseSettings = 1 << 14,
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MaterialFeature = 1 << 3,
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PBR = 1 << 4,
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Highlight = 1 << 5,
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Rimlight = 1 << 6,
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MatCap = 1 << 7,
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AngelRing = 1 << 8,
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Emission = 1 << 9,
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Outline = 1 << 10,
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TessellationLegacy = 1 << 11,
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TessellationHDRP = 1 << 12,
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SceneLight = 1 << 13,
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EnvironmentalLightEffectiveness = 1 << 14,
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MetaverseSettings = 1 << 15,
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}
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|
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// variables which must be gotten from shader at the beggning of GUI
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@@ -333,6 +345,7 @@ namespace UnityEditor.Rendering.Toon
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internal int m_renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry;
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// variables which just to be held.
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internal ShadowMode m_shadowMode;
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internal MaterialType m_materialType;
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internal PBRMode m_pbrMode;
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internal OutlineMode m_outlineMode;
|
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internal CullingMode m_cullingMode;
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@@ -397,7 +410,7 @@ namespace UnityEditor.Rendering.Toon
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protected MaterialProperty set_2nd_ShadePosition = null;
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protected MaterialProperty shadingGradeMap = null;
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|
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|
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protected MaterialProperty hairBlendingMap = null;
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|
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protected MaterialProperty highColor_Tex = null;
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protected MaterialProperty highColor = null;
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@@ -491,6 +504,7 @@ namespace UnityEditor.Rendering.Toon
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set_2nd_ShadePosition = FindProperty(ShaderProp_Set_2nd_ShadePosition, props, false);
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shadingGradeMap = FindProperty(ShaderProp_ShadingGradeMap, props, false);
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|
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hairBlendingMap = FindProperty("_HairBlendingMap", props);
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highColor_Tex = FindProperty(ShaderProp_HighColor_Tex, props);
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highColor = FindProperty("_HighColor", props);
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@@ -615,7 +629,8 @@ namespace UnityEditor.Rendering.Toon
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public static readonly GUIContent shaderFoldout = EditorGUIUtility.TrTextContent("Shader Settings", "Shader Settings provides basic settings that are not specific to cel-shading but are needed for general CG.");
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public static readonly GUIContent basicColorFoldout = EditorGUIUtility.TrTextContent("Shading Color Settings", "Three Color Map and Control Map Settings provide very basic settings for cel-shading in Unity Toon Shader.");
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public static readonly GUIContent shadingStepAndFeatherFoldout = EditorGUIUtility.TrTextContent("Shading Step and Feather Settings", "Basic 3 color step and feather settings.");
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public static readonly GUIContent normalMapFoldout = EditorGUIUtility.TrTextContent("PBR Settings", "PBR settings. The settings for PBR effect, such as specular and IBL.");
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public static readonly GUIContent materialFeatureFoldout = EditorGUIUtility.TrTextContent("Material Feature", "Material Feature Setting. The settings for special material feature like hair shadow, hair blending, etc");
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public static readonly GUIContent pbrFoldout = EditorGUIUtility.TrTextContent("PBR Settings", "PBR settings. The settings for PBR effect, such as specular and IBL.");
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public static readonly GUIContent highlightFoldout = EditorGUIUtility.TrTextContent("Highlight Settings", "Highlight settings. Such as power, show or hide, light shape and so on.");
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public static readonly GUIContent rimLightFoldout = EditorGUIUtility.TrTextContent("Rim Light Settings", "Rim Light Settings. Such as color, direction, inverted rim light and so on.");
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public static readonly GUIContent matCapFoldout = EditorGUIUtility.TrTextContent("Material Capture (MatCap) Settings", "MatCap settings. Sphere maps for metallic or unusual expressions.");
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@@ -635,6 +650,8 @@ namespace UnityEditor.Rendering.Toon
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public static readonly GUIContent SDFShadowText = new GUIContent("SDF Shadow Map", "Specify SDF shadow map");
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public static readonly GUIContent firstShadeColorText = new GUIContent("1st Shading Map", "The map used for the brighter portions of the shadow.");
|
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public static readonly GUIContent secondShadeColorText = new GUIContent("2nd Shading Map", "The map used for the darker portions of the shadow.");
|
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public static readonly GUIContent materialTypeText = new GUIContent("Material Type", "Specifies the material type.");
|
||||
public static readonly GUIContent hairBlendingTargetMapText = new GUIContent("Blending Map", "Specifies the texture to blend with hair.");
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public static readonly GUIContent normalMapText = new GUIContent("Normal Map", "A texture that dictates the bumpiness of the material.");
|
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public static readonly GUIContent pbrModeText = new GUIContent("PBR Mode", "Specifies PBR model mode.");
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public static readonly GUIContent highColorText = new GUIContent("Highlight", "Highlight : Texture(sRGB) x Color(RGB) Default:White");
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@@ -660,7 +677,6 @@ namespace UnityEditor.Rendering.Toon
|
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public static readonly GUIContent transparentModeText = new GUIContent("Transparency", "Enable different modes that allow the simulation of a variety of transparent objects. ");
|
||||
public static readonly GUIContent stencilVauleText = new GUIContent("Stencil Value", "Stencil value that is submitted to the stencil buffer for controlling the per-pixel drawing.");
|
||||
public static readonly GUIContent workflowModeText = new GUIContent("Mode", "The UTS mode that controls what settings are exposed in the shader.");
|
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public static readonly GUIContent materialTypeText = new GUIContent("Material Type", "The PBR model type of the material");
|
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|
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// -----------------------------------------------------
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||||
public static readonly GUIContent clippingmodeModeText = new GUIContent("Trans Clipping", "Select trans clipping mode that fits your purpose. ");
|
||||
@@ -686,6 +702,7 @@ namespace UnityEditor.Rendering.Toon
|
||||
|
||||
public static readonly GUIContent hairShadowCasterText = new GUIContent("Hair Shadow Caster", "Enable to cast hair shadow");
|
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public static readonly GUIContent receiveHairShadowText = new GUIContent("Receive Hair Shadow", "Enable to receive shadow from hair shadow caster");
|
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public static readonly GUIContent hairBlendingTargetShadowText = new GUIContent("Hair Blending Target", "Enable to be blended with hair");
|
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public static readonly GUIContent eyeParallaxText = new GUIContent("Eye Parallax Correction", "Enables parallax correction for eye material");
|
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public static readonly GUIContent eyebrowSeethroughText = new GUIContent("Eyebrow Seethrough", "Enable for eyebrow material to be blended with hair. Must configure HairShadowPass to work.");
|
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|
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@@ -822,9 +839,9 @@ namespace UnityEditor.Rendering.Toon
|
||||
label: "Eye Parallax Amount", tooltip: "Distance of parallax correction",
|
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propName: "_EyeParallaxAmount", defaultValue: 0.1f, min: 0.0f, max: 0.4f);
|
||||
|
||||
public static readonly RangeProperty eyeBrowBlendingFactor = new RangeProperty(
|
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label: "Eyebrow Blending Factor", tooltip: "Blend Factor of Eyebrows on Hair",
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propName: "_EyeBrowBlendingFactor", defaultValue: 0.5f, min: 0.0f, max: 1.0f);
|
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public static readonly RangeProperty hairBlendingFactor = new RangeProperty(
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label: "Hair Blending Factor", tooltip: "Blend Factor of Hair Blending Target on Hair",
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propName: "_HairBlendingFactor", defaultValue: 0.5f, min: 0.0f, max: 1.0f);
|
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|
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public static readonly RangeProperty shaderPropStepOffsetText = new RangeProperty(
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label: "Step Offset", tooltip: "Fine tunes light steps (boundaries) added in the ForwardAdd pass, such as real-time point lights.",
|
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@@ -1003,7 +1020,8 @@ namespace UnityEditor.Rendering.Toon
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.shaderFoldout, Expandable.Shader, DrawShaderOptions, (uint)UTS_TransparentMode.Off, isTessellation: 0);
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m_MaterialScopeList.RegisterHeaderScope(Styles.basicColorFoldout, Expandable.Basic, GUI_BasicThreeColors, (uint)UTS_TransparentMode.Off, isTessellation: 0);
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m_MaterialScopeList.RegisterHeaderScope(Styles.shadingStepAndFeatherFoldout, Expandable.ShadingStepAndFeather, GUI_StepAndFeather, (uint)UTS_TransparentMode.Off, isTessellation: 0);
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.normalMapFoldout, Expandable.NormalMap, GUI_PBRSettings, (uint)UTS_TransparentMode.Off, isTessellation: 0);
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.materialFeatureFoldout, Expandable.MaterialFeature, GUI_MaterialFeature, (uint)UTS_TransparentMode.Off, isTessellation: 0);
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.pbrFoldout, Expandable.PBR, GUI_PBRSettings, (uint)UTS_TransparentMode.Off, isTessellation: 0);
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.highlightFoldout, Expandable.Highlight, GUI_HighlightSettings, (uint)UTS_TransparentMode.Off, isTessellation: 0);
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.rimLightFoldout, Expandable.Rimlight, GUI_RimLight, (uint)UTS_TransparentMode.Off, isTessellation: 0);
|
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m_MaterialScopeList.RegisterHeaderScope(Styles.matCapFoldout, Expandable.MatCap, GUI_MatCap, (uint)UTS_TransparentMode.Off, isTessellation: 0);
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@@ -1494,13 +1512,6 @@ namespace UnityEditor.Rendering.Toon
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{
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GUI_AdditionalLookdevs(material);
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}
|
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|
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EditorGUILayout.Separator();
|
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GUI_HairShadow(material);
|
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|
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GUI_EyeParallax(material);
|
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|
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GUI_EyebrowSeethrough(material);
|
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}
|
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|
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void GUI_SystemShadows(Material material)
|
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@@ -1518,69 +1529,71 @@ namespace UnityEditor.Rendering.Toon
|
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EditorGUI.EndDisabledGroup();
|
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}
|
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|
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void GUI_HairShadow(Material material)
|
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void GUI_MaterialFeature(Material material)
|
||||
{
|
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var isCastEnable = GUI_Toggle(material, Styles.hairShadowCasterText, ShaderPropCastHairShadow,
|
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MaterialGetInt(material, ShaderPropCastHairShadow) != 0);
|
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var materialTypeSetting = MaterialGetInt(material, ShaderPropMaterialType);
|
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m_materialType = (MaterialType)materialTypeSetting;
|
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|
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var isReceiveEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
|
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m_materialType = (MaterialType)EditorGUILayout.EnumPopup(Styles.materialTypeText, m_materialType);
|
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|
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EditorGUI.indentLevel++;
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switch (m_materialType)
|
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{
|
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case MaterialType.FrontHair:
|
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GUI_FrontHair(material);
|
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break;
|
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case MaterialType.Eye:
|
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GUI_EyeParallax(material);
|
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break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
|
||||
var isReceiveHairShadowEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
|
||||
MaterialGetInt(material, ShaderPropReceiveHairShadow) != 0);
|
||||
material.SetKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"), isReceiveHairShadowEnabled);
|
||||
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, isCastEnable);
|
||||
material.SetKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"), isReceiveEnabled);
|
||||
var isHairBlendingTargetEnabled = GUI_Toggle(material, Styles.hairBlendingTargetShadowText, ShaderPropHairBlendingTarget,
|
||||
MaterialGetInt(material, ShaderPropHairBlendingTarget) != 0);
|
||||
if (isHairBlendingTargetEnabled)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.hairBlendingTargetMapText, hairBlendingMap);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, isHairBlendingTargetEnabled);
|
||||
|
||||
SwitchKeyword(m_materialType);
|
||||
material.SetFloat(ShaderPropMaterialType, (float)m_materialType);
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, m_materialType == MaterialType.FrontHair);
|
||||
|
||||
void SwitchKeyword(MaterialType target)
|
||||
{
|
||||
for (var i = 0; i < materialTypeDefines.Length; i++)
|
||||
{
|
||||
var localKeyword = new LocalKeyword(material.shader, materialTypeDefines[i]);
|
||||
if ((int)target == i)
|
||||
{
|
||||
material.EnableKeyword(localKeyword);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.DisableKeyword(localKeyword);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GUI_FrontHair(Material material)
|
||||
{
|
||||
GUI_RangeProperty(material, Styles.hairBlendingFactor);
|
||||
}
|
||||
|
||||
void GUI_EyeParallax(Material material)
|
||||
{
|
||||
var isEnabled = GUI_Toggle(material, Styles.eyeParallaxText, ShaderPropEyeParallax,
|
||||
MaterialGetInt(material, ShaderPropEyeParallax) != 0);
|
||||
|
||||
EditorGUI.BeginDisabledGroup(!isEnabled);
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
GUI_RangeProperty(material, Styles.eyeParallaxAmount);
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
|
||||
if (isEnabled)
|
||||
{
|
||||
material.EnableKeyword(new LocalKeyword(material.shader, "_EYE_PARALLAX"));
|
||||
}
|
||||
else
|
||||
{
|
||||
material.DisableKeyword(new LocalKeyword(material.shader, "_EYE_PARALLAX"));
|
||||
}
|
||||
}
|
||||
|
||||
void GUI_EyebrowSeethrough(Material material)
|
||||
{
|
||||
var isEnabled = GUI_Toggle(material, Styles.eyebrowSeethroughText, ShaderPropEyebrowSeethrough,
|
||||
MaterialGetInt(material, ShaderPropEyebrowSeethrough) != 0);
|
||||
|
||||
EditorGUI.BeginDisabledGroup(!isEnabled);
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
GUI_RangeProperty(material, Styles.eyeBrowBlendingFactor);
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
if (isEnabled)
|
||||
{
|
||||
material.EnableKeyword(new LocalKeyword(material.shader, "_EYEBROW_SEETHROUGH"));
|
||||
}
|
||||
else
|
||||
{
|
||||
material.DisableKeyword(new LocalKeyword(material.shader, "_EYEBROW_SEETHROUGH"));
|
||||
}
|
||||
}
|
||||
|
||||
void GUI_ShadingStepAndFeatherSettings(Material material)
|
||||
|
||||
@@ -9,8 +9,9 @@ namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
class Styles
|
||||
{
|
||||
public static GUIContent outline = new("Outline Setting");
|
||||
public static GUIContent hairShadow = new("Hair Shadow Setting");
|
||||
public static GUIContent hairShadow = new("Hair Shadow");
|
||||
public static GUIContent hairBlending = new("Hair Blending");
|
||||
public static GUIContent outline = new("Outline");
|
||||
}
|
||||
|
||||
private SerializedObject _customSettings;
|
||||
@@ -28,15 +29,16 @@ namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
EditorGUILayout.PropertyField(_customSettings.FindProperty("outlineSetting"), Styles.outline);
|
||||
EditorGUILayout.PropertyField(_customSettings.FindProperty("hairShadowSetting"), Styles.hairShadow);
|
||||
EditorGUILayout.PropertyField(_customSettings.FindProperty("hairBlendingSetting"), Styles.hairBlending);
|
||||
EditorGUILayout.PropertyField(_customSettings.FindProperty("outlineSetting"), Styles.outline);
|
||||
_customSettings.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
UTSRenderPassRegistrar.NotifyRendererSettingChanged();
|
||||
}
|
||||
|
||||
_customSettings.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
public static bool IsSettingsAvailable()
|
||||
|
||||
2
LICENSE
2
LICENSE
@@ -1,6 +1,6 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) <year> <copyright holders>
|
||||
Copyright (c) 2024 Enjie Huang
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
|
||||
@@ -6,8 +6,10 @@ namespace Misaki.HdrpToon
|
||||
{
|
||||
public const string OUTLINE_PASS_NAME = "Outline";
|
||||
public const string HAIR_SHADOW_CASTER_PASS_NAME = "HairShadowCaster";
|
||||
public const string HAIR_BLENDING_TARGET_PASS_NAME = "HairBlendingTarget";
|
||||
|
||||
public static readonly ShaderTagId outlinePassId = new(OUTLINE_PASS_NAME);
|
||||
public static readonly ShaderTagId hairShadowCasterPassId = new(HAIR_SHADOW_CASTER_PASS_NAME);
|
||||
public static readonly ShaderTagId hairBlendingTargetPassId = new(HAIR_BLENDING_TARGET_PASS_NAME);
|
||||
}
|
||||
}
|
||||
@@ -26,10 +26,7 @@ namespace Misaki.HdrpToon
|
||||
|
||||
public Transform trackedTransform;
|
||||
public bool followGameObjectPosition = false;
|
||||
public bool followGameObjectRotation = false;
|
||||
|
||||
public Vector3 positionOffset;
|
||||
public Quaternion rotationOffset;
|
||||
public float distanceOffset = 20.0f;
|
||||
|
||||
[CreateProperty]
|
||||
public Light BindingSourceLight
|
||||
@@ -64,8 +61,8 @@ namespace Misaki.HdrpToon
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateShadowLayer(_bindingSourceLightData, _layerMask, value);
|
||||
UpdateShadowLayer(_targetBoxLightData, _layerMask, value);
|
||||
UpdateShadowLayer(_bindingSourceLightData, value);
|
||||
UpdateShadowLayer(_targetBoxLightData, value);
|
||||
|
||||
_layerMask = value;
|
||||
}
|
||||
@@ -92,13 +89,9 @@ namespace Misaki.HdrpToon
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void LateUpdate()
|
||||
private void Update()
|
||||
{
|
||||
Initialize();
|
||||
|
||||
@@ -125,16 +118,12 @@ namespace Misaki.HdrpToon
|
||||
_targetBoxLight.enabled = _bindingSourceLight.enabled;
|
||||
_targetBoxLight.intensity = _bindingSourceLight.intensity;
|
||||
|
||||
if (trackedTransform != null)
|
||||
if (trackedTransform != null && followGameObjectPosition)
|
||||
{
|
||||
if (followGameObjectPosition)
|
||||
{
|
||||
_targetBoxLight.transform.position = trackedTransform.transform.position + positionOffset;
|
||||
}
|
||||
if (followGameObjectRotation)
|
||||
{
|
||||
_targetBoxLight.transform.rotation = trackedTransform.transform.rotation * rotationOffset;
|
||||
}
|
||||
var desiredPosition = trackedTransform.position - _bindingSourceLight.transform.forward * distanceOffset;
|
||||
|
||||
_targetBoxLight.transform.position = desiredPosition;
|
||||
_targetBoxLight.transform.rotation = _bindingSourceLight.transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -187,7 +176,7 @@ namespace Misaki.HdrpToon
|
||||
#if UNITY_EDITOR
|
||||
Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
|
||||
#endif
|
||||
var hdLightData = lightGameObject.AddHDLight(LightType.Box);
|
||||
var hdLightData = lightGameObject.AddHDLight(UnityEngine.LightType.Box);
|
||||
// light size
|
||||
hdLightData.SetBoxSpotSize(new Vector2(10.0f, 10.0f)); // Size should be culculated with more acculacy?
|
||||
var boxLightAdjustment = lightGameObject.GetComponent<BoxLightAdjustment>();
|
||||
@@ -228,12 +217,11 @@ namespace Misaki.HdrpToon
|
||||
return lightGameObject;
|
||||
}
|
||||
|
||||
private void UpdateShadowLayer(HDAdditionalLightData lightData, uint oldValue, uint newValue)
|
||||
private void UpdateShadowLayer(HDAdditionalLightData lightData, uint newValue)
|
||||
{
|
||||
lightData.linkShadowLayers = false;
|
||||
var oldShadowLayer = lightData.GetShadowLayers();
|
||||
oldShadowLayer &= ~oldValue;
|
||||
var newShadowLayer = oldShadowLayer | newValue;
|
||||
var lightLayer = lightData.GetLightLayers();
|
||||
var newShadowLayer = lightLayer | newValue | UnityEngine.RenderingLayerMask.defaultRenderingLayerMask;
|
||||
lightData.SetShadowLightLayer((UnityEngine.Rendering.HighDefinition.RenderingLayerMask)newShadowLayer);
|
||||
}
|
||||
|
||||
@@ -256,8 +244,7 @@ namespace Misaki.HdrpToon
|
||||
|
||||
if (_targetBoxLight != null)
|
||||
{
|
||||
positionOffset = _targetBoxLight.transform.position - trackedTransform.transform.position;
|
||||
rotationOffset = Quaternion.Inverse(trackedTransform.transform.rotation) * _targetBoxLight.transform.rotation;
|
||||
distanceOffset = Mathf.Abs(Vector3.Distance(_targetBoxLight.transform.position, trackedTransform.transform.position));
|
||||
}
|
||||
|
||||
_initialized = true;
|
||||
|
||||
@@ -5,17 +5,30 @@ using UnityEngine;
|
||||
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
[Serializable]
|
||||
internal struct UTSOutlineSetting
|
||||
internal enum BufferQuality
|
||||
{
|
||||
public bool enable;
|
||||
Low,
|
||||
High
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
internal struct UtsHairShadowSetting
|
||||
{
|
||||
public bool enable;
|
||||
public UTSHairShadowPass.ShadowQuality shadowQuality;
|
||||
public BufferQuality quality;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
internal struct UtsHairBlendingSetting
|
||||
{
|
||||
public bool enable;
|
||||
public BufferQuality quality;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
internal struct UTSOutlineSetting
|
||||
{
|
||||
public bool enable;
|
||||
}
|
||||
|
||||
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
|
||||
@@ -25,10 +38,12 @@ namespace Misaki.HdrpToon
|
||||
public const string UTS_RENDERING_SETTINGS_PATH = "Assets/Resources/Settings/UTSRenderSettings.asset";
|
||||
public const string UTS_RENDERING_SETTINGS_RESOURCES_PATH = "Settings/UTSRenderSettings";
|
||||
|
||||
[SerializeField]
|
||||
internal UTSOutlineSetting outlineSetting;
|
||||
[SerializeField]
|
||||
internal UtsHairShadowSetting hairShadowSetting;
|
||||
[SerializeField]
|
||||
internal UtsHairBlendingSetting hairBlendingSetting;
|
||||
[SerializeField]
|
||||
internal UTSOutlineSetting outlineSetting;
|
||||
|
||||
internal static UTSRenderPassSettings GetOrCreateSettings()
|
||||
{
|
||||
|
||||
@@ -22,6 +22,9 @@ Shader "HDRP/Toon"
|
||||
_BaseColorMap("BaseColorMap", 2D) = "white" {}
|
||||
[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
|
||||
|
||||
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
|
||||
|
||||
[KeywordEnum(OFF, FrontHair, Face, Eye)] _Material_Type("Material Type", Float) = 0
|
||||
[KeywordEnum(OFF, ST, ANISO, KK, TOON)] _PBR_Mode("PBR MODE", Float) = 0
|
||||
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
|
||||
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||
@@ -330,8 +333,8 @@ Shader "HDRP/Toon"
|
||||
_EyeParallaxAmount("EyeParallaxAmount", Float) = 0.1
|
||||
|
||||
// Eyebrow Seethrough
|
||||
[Togle(_)] _Is_EyebrowSeethrough("_Is_EyebrowSeethrough", Float) = 0
|
||||
_EyeBrowBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
|
||||
[Togle(_)] _Is_HairBlendingTarget("_Is_HairBlendingTarget", Float) = 0
|
||||
_HairBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
|
||||
|
||||
//v.2.0.6
|
||||
_BaseColor_Step("BaseColor_Step", Range(0, 1)) = 0.5
|
||||
@@ -516,8 +519,6 @@ Shader "HDRP/Toon"
|
||||
// Variant
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
#pragma shader_feature _HAIR_SHADOWS
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local _DEPTHOFFSET_ON
|
||||
#pragma shader_feature_local _DOUBLESIDED_ON
|
||||
@@ -530,15 +531,6 @@ Shader "HDRP/Toon"
|
||||
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _DISABLE_DECALS
|
||||
#pragma shader_feature_local _DISABLE_SSR
|
||||
|
||||
#pragma shader_feature_local _MASKMAP
|
||||
#pragma shader_feature_local _ANISOTROPYMAP
|
||||
#pragma shader_feature_local _SDFShadow
|
||||
#pragma shader_feature_local _SPECULARCOLORMAP
|
||||
|
||||
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
||||
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
|
||||
|
||||
@@ -963,7 +955,7 @@ Shader "HDRP/Toon"
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
|
||||
//#pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
|
||||
#pragma multi_compile _ DEBUG_DISPLAY
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
@@ -974,9 +966,10 @@ Shader "HDRP/Toon"
|
||||
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
||||
// Supported shadow modes per light type
|
||||
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
|
||||
#pragma multi_compile MATERIAL_TYPE_STANDARD MATERIAL_TYPE_FRONT_HAIR MATERIAL_TYPE_FACE MATERIAL_TYPE_EYE
|
||||
#pragma multi_compile _PBR_Mode_OFF _PBR_Mode_ST _PBR_Mode_ANISO _PBR_Mode_KK _PBR_Mode_TOON
|
||||
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||||
//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||||
#define AREA_SHADOW_LOW
|
||||
#define SHADERPASS SHADERPASS_FORWARD
|
||||
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
|
||||
@@ -998,12 +991,16 @@ Shader "HDRP/Toon"
|
||||
//Probe volume
|
||||
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
||||
|
||||
// Sample Face Shadow
|
||||
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
|
||||
#pragma shader_feature ENABLE_UTS_HAIR_BLENDING
|
||||
|
||||
#pragma shader_feature_local _MASKMAP
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _ANISOTROPYMAP
|
||||
#pragma shader_feature_local _SPECULARCOLORMAP
|
||||
|
||||
#pragma shader_feature_local _SDFShadow
|
||||
#pragma shader_feature_local _RECEIVE_HAIR_SHADOW
|
||||
// Eye parallax
|
||||
#pragma shader_feature_local _EYE_PARALLAX
|
||||
// Eyebrow Blending with hair
|
||||
#pragma shader_feature_local _EYEBROW_SEETHROUGH
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||||
@@ -1110,7 +1107,6 @@ Shader "HDRP/Toon"
|
||||
Cull Front
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
@@ -1185,6 +1181,39 @@ Shader "HDRP/Toon"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "HairBlendingTarget"
|
||||
Tags{ "LightMode" = "HairBlendingTarget" }
|
||||
|
||||
Cull[_CullMode]
|
||||
|
||||
ZClip [_ZClip]
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define SHADERPASS SHADERPASS_FORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||||
|
||||
#ifdef DEBUG_DISPLAY
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||||
#endif
|
||||
|
||||
#include "HDRPToonHead.hlsl"
|
||||
#include "HDRPToonHairBlending.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
SubShader
|
||||
|
||||
127
Runtime/HDRP/Shaders/HDRPToonHairBlending.hlsl
Normal file
127
Runtime/HDRP/Shaders/HDRPToonHairBlending.hlsl
Normal file
@@ -0,0 +1,127 @@
|
||||
#undef unity_ObjectToWorld
|
||||
#undef unity_WorldToObject
|
||||
|
||||
#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);
|
||||
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#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);
|
||||
}
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
|
||||
|
||||
#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));
|
||||
float3 envLightSource_SkyboxIntensity = max(
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 0.0, 0.0), input.texCoord1.xy, input.texCoord2.xy),
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, -1.0, 0.0), input.texCoord1.xy, input.texCoord2.xy)
|
||||
).rgb;
|
||||
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
|
||||
ambientSkyColor *= GetCurrentExposureMultiplier();
|
||||
|
||||
float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _MainTex));
|
||||
outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
}
|
||||
// End of File
|
||||
7
Runtime/HDRP/Shaders/HDRPToonHairBlending.hlsl.meta
Normal file
7
Runtime/HDRP/Shaders/HDRPToonHairBlending.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a528382509a1bca4b9da190eb68e40d4
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -194,7 +194,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
#ifdef _EYE_PARALLAX
|
||||
#ifdef MATERIAL_TYPE_EYE
|
||||
// Must have view Dir to work
|
||||
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
|
||||
float2 parallaxOffset = viewT;
|
||||
@@ -878,7 +878,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
|
||||
//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
|
||||
|
||||
#if _SDFShadow || _RECEIVE_HAIR_SHADOW
|
||||
#if _SDFShadow || (_RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW)
|
||||
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));
|
||||
|
||||
@@ -910,7 +910,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
|
||||
#endif
|
||||
|
||||
#ifdef _RECEIVE_HAIR_SHADOW
|
||||
#if _RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW
|
||||
// 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)));
|
||||
|
||||
@@ -921,6 +921,10 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
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 = (input.positionSS.xy + 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.
|
||||
@@ -958,29 +962,13 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
||||
#endif
|
||||
|
||||
#ifdef _EYEBROW_SEETHROUGH
|
||||
// By Suomi, 20230915
|
||||
// The eyebrow should use transparent pass and utilize the hair depth texture we have from HairShadowPass
|
||||
float2 samplingPoint = posInput.positionNDC;
|
||||
float cDepth = SampleCameraDepth(samplingPoint); // Camera Depth. At transparent queue we should have all the opaque object by now
|
||||
float mDepth = posInput.deviceDepth; // Depth of this fragment
|
||||
float3 hDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint); // r: Depth of hair g: Depth of Eyebrow
|
||||
|
||||
float hairPixel = step(0.001, hDepth.r);
|
||||
float magic = 0.075;
|
||||
mDepth = hairPixel > 0.1 ? max(hDepth.r, mDepth) + magic : mDepth; // Move this part of eyebrow in front of the hair
|
||||
// Added a max here to prevent sampling of hair in the back
|
||||
|
||||
if(cDepth - mDepth > 0.02) // Manual Depth Test
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
outColor.a = _EyeBrowBlendingFactor;
|
||||
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
|
||||
#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
||||
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
||||
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
||||
#endif
|
||||
|
||||
#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = 1;
|
||||
#ifdef UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = min(finalColor, outColor.rgb);
|
||||
|
||||
@@ -30,6 +30,9 @@ SAMPLER(sampler_DiffuseLightingMap);
|
||||
TEXTURE2D(_BaseColorMap);
|
||||
SAMPLER(sampler_BaseColorMap);
|
||||
|
||||
TEXTURE2D(_HairBlendingMap);
|
||||
SAMPLER(sampler_HairBlendingMap);
|
||||
|
||||
TEXTURE2D(_MaskMap);
|
||||
SAMPLER(sampler_MaskMap);
|
||||
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map
|
||||
@@ -81,7 +84,7 @@ 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
|
||||
TEXTURE2D(_HairBlendingTex);
|
||||
|
||||
#else
|
||||
|
||||
@@ -351,3 +354,5 @@ float _HairShadowDistanceScaleFactor;
|
||||
float _HairShadowDepthBias;
|
||||
float _HairShadowFadeInDistance;
|
||||
float _HairShadowFadeOutDistance;
|
||||
|
||||
float4 _HairBlendingRTHandleScale;
|
||||
@@ -23,7 +23,7 @@ float _SDFNoseHighlightCoef;
|
||||
float _SDFNoseHighlightSmoothRange;
|
||||
|
||||
float _EyeParallaxAmount;
|
||||
float _EyeBrowBlendingFactor;
|
||||
float _HairBlendingFactor;
|
||||
|
||||
float _BaseColor_Step;
|
||||
float _BaseShade_Feather;
|
||||
|
||||
@@ -19,5 +19,19 @@
|
||||
#define UTS_BSDFDEBUG_HAIR_ROUGHNESS (9)
|
||||
#define UTS_BSDFDEBUG_NORMAL_WS (10)
|
||||
|
||||
//
|
||||
// Unity.Toonshader.UTS_LightingDebug: static fields
|
||||
//
|
||||
#define UTS_LIGHTINGDEBUG_NONE (0)
|
||||
#define UTS_LIGHTINGDEBUG_DIFFUSE_LIGHTING (1)
|
||||
#define UTS_LIGHTINGDEBUG_SPECULAR_LIGHTING (2)
|
||||
#define UTS_LIGHTINGDEBUG_DIRECT_DIFFUSE_LIGHTING (3)
|
||||
#define UTS_LIGHTINGDEBUG_DIRECT_SPECULAR_LIGHTING (4)
|
||||
#define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_LIGHTING (5)
|
||||
#define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_LIGHTING (6)
|
||||
#define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_OCCLUSION (7)
|
||||
#define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_OCCLUSION (8)
|
||||
#define UTS_LIGHTINGDEBUG_EMISSION (9)
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
@@ -10,12 +10,6 @@ namespace Misaki.HdrpToon
|
||||
[HideInInspector]
|
||||
internal class UTSHairShadowPass : DrawRenderersCustomPass
|
||||
{
|
||||
public enum ShadowQuality
|
||||
{
|
||||
Low,
|
||||
High
|
||||
}
|
||||
|
||||
private const string Hair_Shadow_RTHandle_Scale_Prop_Name = "_HairShadowRTHandleScale";
|
||||
private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
|
||||
private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
|
||||
@@ -23,13 +17,13 @@ namespace Misaki.HdrpToon
|
||||
private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
|
||||
private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
|
||||
|
||||
private const string Output_RT_Name = "_HairShadowTex";
|
||||
private const string Output_RT_Prop_Name = "_HairShadowTex";
|
||||
|
||||
private RTHandle _outputRTHandle;
|
||||
private bool _needReallocate;
|
||||
|
||||
private ShadowQuality _shadowQuality = ShadowQuality.High;
|
||||
internal ShadowQuality CurrentShadowQuality
|
||||
private BufferQuality _shadowQuality = BufferQuality.High;
|
||||
internal BufferQuality CurrentShadowQuality
|
||||
{
|
||||
get => _shadowQuality;
|
||||
set
|
||||
@@ -60,21 +54,21 @@ namespace Misaki.HdrpToon
|
||||
|
||||
var scale = _shadowQuality switch
|
||||
{
|
||||
ShadowQuality.Low => new Vector2(0.5f, 0.5f),
|
||||
ShadowQuality.High => Vector2.one,
|
||||
BufferQuality.Low => new Vector2(0.5f, 0.5f),
|
||||
BufferQuality.High => Vector2.one,
|
||||
_ => Vector2.zero
|
||||
};
|
||||
|
||||
var format = _shadowQuality switch
|
||||
{
|
||||
ShadowQuality.Low => GraphicsFormat.D16_UNorm,
|
||||
ShadowQuality.High => GraphicsFormat.D32_SFloat,
|
||||
BufferQuality.Low => GraphicsFormat.D16_UNorm,
|
||||
BufferQuality.High => GraphicsFormat.D32_SFloat,
|
||||
_ => GraphicsFormat.D16_UNorm
|
||||
};
|
||||
|
||||
_outputRTHandle?.Release();
|
||||
_outputRTHandle = RTHandles.Alloc(scale, colorFormat: format, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
|
||||
Shader.SetGlobalTexture(Output_RT_Name, _outputRTHandle);
|
||||
_outputRTHandle = RTHandles.Alloc(scale, colorFormat: format, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, useDynamicScale: true, name: Output_RT_Prop_Name);
|
||||
Shader.SetGlobalTexture(Output_RT_Prop_Name, _outputRTHandle);
|
||||
|
||||
_needReallocate = false;
|
||||
}
|
||||
@@ -102,18 +96,11 @@ namespace Misaki.HdrpToon
|
||||
return;
|
||||
}
|
||||
|
||||
var mask = RenderStateMask.Nothing;
|
||||
var stateBlock = new RenderStateBlock(mask)
|
||||
{
|
||||
depthState = new DepthState(true, CompareFunction.LessEqual),
|
||||
};
|
||||
|
||||
var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||
sortingCriteria = SortingCriteria.CommonOpaque,
|
||||
excludeObjectMotionVectors = false,
|
||||
stateBlock = stateBlock,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
|
||||
@@ -22,21 +22,12 @@ namespace Misaki.HdrpToon
|
||||
|
||||
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
|
||||
|
||||
var mask = RenderStateMask.Nothing;
|
||||
var 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),
|
||||
};
|
||||
|
||||
var renderConfig = HDUtils.GetRendererConfiguration(false, false);
|
||||
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(UtsShaderPassName.outlinePassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
rendererConfiguration = renderConfig,
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||
excludeObjectMotionVectors = false,
|
||||
stateBlock = stateBlock,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using UnityEngine.Rendering.RendererUtils;
|
||||
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
[HideInInspector]
|
||||
internal class UTSPass : CustomPass
|
||||
{
|
||||
private const int Adjustment_Curve_Precision = 128;
|
||||
@@ -17,18 +21,256 @@ namespace Misaki.HdrpToon
|
||||
private const string Toon_Light_Filter_Prop_Name = "_ToonLightHiCutFilter";
|
||||
private const string Ignore_Volume_Exposure_Prop_Name = "_ToonIgnoreExposureMultiplier";
|
||||
|
||||
private const string Hair_Shadow_RTHandle_Scale_Prop_Name = "_HairShadowRTHandleScale";
|
||||
private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
|
||||
private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
|
||||
private const string Hair_Shadow_Depth_Bias_Prop_Name = "_HairShadowDepthBias";
|
||||
private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
|
||||
private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
|
||||
|
||||
private const string Hair_Blending_RTHandle_Scale_Prop_Name = "_HairBlendingRTHandleScale";
|
||||
|
||||
private const string Output_RT_Prop_Name = "_HairShadowTex";
|
||||
private const string Hair_Blending_Prop_Name = "_HairBlendingTex";
|
||||
|
||||
private float _max;
|
||||
private float _min;
|
||||
private float[] _exposureArray;
|
||||
|
||||
private RTHandle _hairShadowRTHandle;
|
||||
private bool _needReallocateHairShadow;
|
||||
|
||||
private RTHandle _hairBlendingRTHandle;
|
||||
private bool _needReallocateHairBlending;
|
||||
|
||||
private bool _enableHairShadow;
|
||||
public bool EnableHairShadow
|
||||
{
|
||||
get => _enableHairShadow;
|
||||
set
|
||||
{
|
||||
if (_enableHairShadow == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_enableHairShadow = value;
|
||||
|
||||
if (_enableHairShadow)
|
||||
{
|
||||
Shader.EnableKeyword("ENABLE_UTS_HAIR_SHAOW");
|
||||
}
|
||||
else
|
||||
{
|
||||
Shader.DisableKeyword("ENABLE_UTS_HAIR_SHAOW");
|
||||
_hairShadowRTHandle?.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool _enableHairBlending;
|
||||
public bool EnableHairBlending
|
||||
{
|
||||
get => _enableHairBlending;
|
||||
set
|
||||
{
|
||||
if (_enableHairBlending == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_enableHairBlending = value;
|
||||
|
||||
if (_enableHairBlending)
|
||||
{
|
||||
Shader.EnableKeyword("ENABLE_UTS_HAIR_BLENDING");
|
||||
}
|
||||
else
|
||||
{
|
||||
Shader.DisableKeyword("ENABLE_UTS_HAIR_BLENDING");
|
||||
_hairBlendingRTHandle?.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private BufferQuality _hairShadowQuality = BufferQuality.High;
|
||||
internal BufferQuality HairShadowQuality
|
||||
{
|
||||
get => _hairShadowQuality;
|
||||
set
|
||||
{
|
||||
if (_hairShadowQuality == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_hairShadowQuality = value;
|
||||
_needReallocateHairShadow = true;
|
||||
}
|
||||
}
|
||||
|
||||
private BufferQuality _hairBlendingQuality = BufferQuality.High;
|
||||
internal BufferQuality HairBlendingQuality
|
||||
{
|
||||
get => _hairBlendingQuality;
|
||||
set
|
||||
{
|
||||
if (_hairBlendingQuality == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_hairBlendingQuality = value;
|
||||
_needReallocateHairBlending = true;
|
||||
}
|
||||
}
|
||||
|
||||
private bool ShouldReallocateHairShadowBuffer()
|
||||
{
|
||||
return _hairShadowRTHandle == null || _hairShadowRTHandle.rt == null || !_hairShadowRTHandle.rt.IsCreated() || _needReallocateHairShadow;
|
||||
}
|
||||
|
||||
private void ReallocateHairShadowBuffer()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (EditorApplication.isCompiling)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
var scale = _hairShadowQuality switch
|
||||
{
|
||||
BufferQuality.Low => new Vector2(0.5f, 0.5f),
|
||||
BufferQuality.High => Vector2.one,
|
||||
_ => Vector2.zero
|
||||
};
|
||||
|
||||
var format = _hairShadowQuality switch
|
||||
{
|
||||
BufferQuality.Low => GraphicsFormat.D16_UNorm,
|
||||
BufferQuality.High => GraphicsFormat.D32_SFloat,
|
||||
_ => GraphicsFormat.D16_UNorm
|
||||
};
|
||||
|
||||
_hairShadowRTHandle?.Release();
|
||||
_hairShadowRTHandle = RTHandles.Alloc(scale, colorFormat: format, isShadowMap: true, useDynamicScale: true, name: Output_RT_Prop_Name);
|
||||
Shader.SetGlobalTexture(Output_RT_Prop_Name, _hairShadowRTHandle);
|
||||
|
||||
_needReallocateHairShadow = false;
|
||||
}
|
||||
|
||||
private bool ShouldReallocateHairBlendingBuffer()
|
||||
{
|
||||
return _hairBlendingRTHandle == null || _hairBlendingRTHandle.rt == null || !_hairBlendingRTHandle.rt.IsCreated() || _needReallocateHairBlending;
|
||||
}
|
||||
|
||||
private void ReallocateHairBlendingBuffer()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (EditorApplication.isCompiling)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
var format = _hairBlendingQuality switch
|
||||
{
|
||||
BufferQuality.Low => GraphicsFormat.R8G8B8A8_SNorm,
|
||||
BufferQuality.High => GraphicsFormat.R8G8B8A8_SRGB,
|
||||
_ => GraphicsFormat.R8G8B8A8_SRGB
|
||||
};
|
||||
|
||||
_hairBlendingRTHandle?.Release();
|
||||
_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, colorFormat: format, useDynamicScale: true, name: Hair_Blending_Prop_Name);
|
||||
Shader.SetGlobalTexture(Hair_Blending_Prop_Name, _hairBlendingRTHandle);
|
||||
|
||||
_needReallocateHairBlending = false;
|
||||
}
|
||||
|
||||
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
|
||||
{
|
||||
_exposureArray = new float[Adjustment_Curve_Precision];
|
||||
|
||||
ReallocateHairShadowBuffer();
|
||||
ReallocateHairBlendingBuffer();
|
||||
}
|
||||
|
||||
protected override void Execute(CustomPassContext ctx)
|
||||
{
|
||||
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
|
||||
|
||||
UpdateSceneEV(utsRenderer);
|
||||
RenderHairShadow(ref ctx, utsRenderer);
|
||||
RenderHairBlending(ref ctx);
|
||||
}
|
||||
|
||||
private void RenderHairShadow(ref CustomPassContext ctx, UTSRenderer utsRenderer)
|
||||
{
|
||||
if (!_enableHairShadow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ShouldReallocateHairShadowBuffer())
|
||||
{
|
||||
ReallocateHairShadowBuffer();
|
||||
return;
|
||||
}
|
||||
|
||||
CoreUtils.SetRenderTarget(ctx.cmd, _hairShadowRTHandle, ClearFlag.DepthStencil);
|
||||
|
||||
var shouldRender = utsRenderer != null && utsRenderer.enableHairShadow.value && utsRenderer.state.value;
|
||||
if (!shouldRender)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||
sortingCriteria = SortingCriteria.CommonOpaque,
|
||||
excludeObjectMotionVectors = false,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
|
||||
Shader.SetGlobalVector(Hair_Shadow_RTHandle_Scale_Prop_Name, _hairShadowRTHandle.rtHandleProperties.rtHandleScale);
|
||||
Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
|
||||
Shader.SetGlobalFloat(Hair_Shadow_Distance_Scale_Prop_Name, utsRenderer.shadowDistanceScale.value);
|
||||
Shader.SetGlobalFloat(Hair_Shadow_Depth_Bias_Prop_Name, utsRenderer.shadowDepthBias.value);
|
||||
Shader.SetGlobalFloat(Hair_Shadow_FadeIn_Prop_Name, utsRenderer.shadowFadeIn.value);
|
||||
Shader.SetGlobalFloat(Hair_Shadow_Fade_Out_Prop_Name, utsRenderer.shadowFadeOut.value);
|
||||
}
|
||||
|
||||
private void RenderHairBlending(ref CustomPassContext ctx)
|
||||
{
|
||||
if (!_enableHairBlending)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ShouldReallocateHairBlendingBuffer())
|
||||
{
|
||||
ReallocateHairBlendingBuffer();
|
||||
return;
|
||||
}
|
||||
|
||||
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, ctx.cameraDepthBuffer, ClearFlag.Color);
|
||||
|
||||
var result = new RendererListDesc(UtsShaderPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||
sortingCriteria = SortingCriteria.CommonOpaque,
|
||||
excludeObjectMotionVectors = false,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
Shader.SetGlobalVector(Hair_Blending_RTHandle_Scale_Prop_Name, _hairBlendingRTHandle.rtHandleProperties.rtHandleScale);
|
||||
}
|
||||
|
||||
private void UpdateSceneEV(UTSRenderer utsRenderer)
|
||||
{
|
||||
if (utsRenderer == null)
|
||||
{
|
||||
return;
|
||||
@@ -86,6 +328,8 @@ namespace Misaki.HdrpToon
|
||||
protected override void Cleanup()
|
||||
{
|
||||
_exposureArray = null;
|
||||
_hairShadowRTHandle?.Release();
|
||||
_hairBlendingRTHandle?.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,7 @@ namespace Misaki.HdrpToon
|
||||
private static UTSRenderPassSettings _renderSetting;
|
||||
|
||||
private static UTSPass _utsPass;
|
||||
private static UTSHairShadowPass _hairShadowPass;
|
||||
//private static UTSHairShadowPass _hairShadowPass;
|
||||
private static UTSOutlinePass _outlinePass;
|
||||
|
||||
static UTSRenderPassRegistrar() => RegisterCustomPasses();
|
||||
@@ -32,22 +32,21 @@ namespace Misaki.HdrpToon
|
||||
targetDepthBuffer = CustomPass.TargetBuffer.None,
|
||||
};
|
||||
|
||||
_hairShadowPass = new()
|
||||
{
|
||||
name = "UTS Hair Shadow Map",
|
||||
targetColorBuffer = CustomPass.TargetBuffer.None,
|
||||
targetDepthBuffer = CustomPass.TargetBuffer.None,
|
||||
};
|
||||
//_hairShadowPass = new()
|
||||
//{
|
||||
// name = "UTS Hair Shadow Map",
|
||||
// targetColorBuffer = CustomPass.TargetBuffer.None,
|
||||
// targetDepthBuffer = CustomPass.TargetBuffer.None,
|
||||
//};
|
||||
|
||||
_outlinePass = new()
|
||||
{
|
||||
name = "UTS Outline",
|
||||
targetColorBuffer = CustomPass.TargetBuffer.None,
|
||||
targetDepthBuffer = CustomPass.TargetBuffer.None,
|
||||
targetColorBuffer = CustomPass.TargetBuffer.Camera,
|
||||
targetDepthBuffer = CustomPass.TargetBuffer.Camera,
|
||||
};
|
||||
|
||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforeRendering, _utsPass);
|
||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
|
||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
|
||||
|
||||
NotifyRendererSettingChanged();
|
||||
@@ -56,23 +55,21 @@ namespace Misaki.HdrpToon
|
||||
public static void UnregisterGlobalCustomPass()
|
||||
{
|
||||
CustomPassVolume.UnregisterGlobalCustomPass(_utsPass);
|
||||
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
|
||||
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
|
||||
}
|
||||
|
||||
public static void NotifyRendererSettingChanged()
|
||||
{
|
||||
if (_hairShadowPass == null || _outlinePass == null)
|
||||
if (_utsPass == null || _outlinePass == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_hairShadowPass.enabled = _renderSetting.hairShadowSetting.enable;
|
||||
_hairShadowPass.CurrentShadowQuality = _renderSetting.hairShadowSetting.shadowQuality;
|
||||
if (!_renderSetting.hairShadowSetting.enable)
|
||||
{
|
||||
_hairShadowPass.Release();
|
||||
}
|
||||
_utsPass.EnableHairShadow = _renderSetting.hairShadowSetting.enable;
|
||||
_utsPass.HairShadowQuality = _renderSetting.hairShadowSetting.quality;
|
||||
|
||||
_utsPass.EnableHairBlending = _renderSetting.hairBlendingSetting.enable;
|
||||
_utsPass.HairBlendingQuality = _renderSetting.hairBlendingSetting.quality;
|
||||
|
||||
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "com.misaki.hdrp-toon",
|
||||
"version": "2.0.5",
|
||||
"version": "2.1.0",
|
||||
"displayName": "HDRP Toon",
|
||||
"description": "A high quality toon shader for High Definition Render Pipeline(HDRP)",
|
||||
"changelogUrl": "https://git.personalnas.com/Misaki/hdrp-toon/src/branch/develop/CHANGELOG.md",
|
||||
@@ -17,7 +17,7 @@
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "https://git.personalnas.com/Misaki/hdrp-toon.git"
|
||||
"url": "https://git.personalnas.com/Misaki/com.misaki.hdrp-toon.git"
|
||||
},
|
||||
"dependencies": {
|
||||
"com.unity.render-pipelines.high-definition": "17.0.0"
|
||||
|
||||
Reference in New Issue
Block a user