Compare commits
13 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4507ebdccf | |||
| 448c295cfc | |||
| 7f807661d4 | |||
| 49ad3bf7ca | |||
| 600c8f65ac | |||
| bcba75a7d6 | |||
| e35650f052 | |||
| 973f617590 | |||
| aeb4da48eb | |||
| 1a93e81edd | |||
| 5b2eb17148 | |||
| 84ad8ef993 | |||
| 59b46bce44 |
26
.gitea/workflows/publish.yaml
Normal file
26
.gitea/workflows/publish.yaml
Normal file
@@ -0,0 +1,26 @@
|
||||
name: Publish to Private NPM Registry
|
||||
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- "v*" # Trigger on tags like v1.0.0, v2.3, etc.
|
||||
|
||||
jobs:
|
||||
publish:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Setup Node
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 20
|
||||
registry-url: "https://npm.personalnas.com/"
|
||||
|
||||
- name: Publish to private registry
|
||||
env:
|
||||
NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
|
||||
run: |
|
||||
npm publish --registry=https://npm.personalnas.com/
|
||||
@@ -1649,11 +1649,11 @@ namespace UnityEditor.Rendering.Toon
|
||||
m_MaterialEditor.TexturePropertySingleLine(Styles.hairBlendingTargetMapText, hairBlendingMap);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, isHairBlendingTargetEnabled);
|
||||
material.SetShaderPassEnabled(UTSPassName.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);
|
||||
material.SetShaderPassEnabled(UTSPassName.HAIR_SHADOW_CASTER_PASS_NAME, m_materialType == MaterialType.FrontHair);
|
||||
|
||||
void SwitchKeyword(MaterialType target)
|
||||
{
|
||||
@@ -2347,18 +2347,18 @@ namespace UnityEditor.Rendering.Toon
|
||||
|
||||
internal static void SetupOverDrawTransparentObject(Material material)
|
||||
{
|
||||
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UtsShaderPassName.OUTLINE_PASS_NAME);
|
||||
if (srpDefaultLightModeTag == UtsShaderPassName.OUTLINE_PASS_NAME)
|
||||
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UTSPassName.OUTLINE_PASS_NAME);
|
||||
if (srpDefaultLightModeTag == UTSPassName.OUTLINE_PASS_NAME)
|
||||
{
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, true);
|
||||
material.SetShaderPassEnabled(UTSPassName.OUTLINE_PASS_NAME, true);
|
||||
MaterialSetInt(material, srpDefaultColorMask, 0);
|
||||
MaterialSetInt(material, srpDefaultCullMode, (int)CullingMode.Backface);
|
||||
}
|
||||
}
|
||||
internal static void SetupOutline(Material material)
|
||||
{
|
||||
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UtsShaderPassName.OUTLINE_PASS_NAME);
|
||||
if (srpDefaultLightModeTag == UtsShaderPassName.OUTLINE_PASS_NAME)
|
||||
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UTSPassName.OUTLINE_PASS_NAME);
|
||||
if (srpDefaultLightModeTag == UTSPassName.OUTLINE_PASS_NAME)
|
||||
{
|
||||
MaterialSetInt(material, srpDefaultColorMask, 15);
|
||||
MaterialSetInt(material, srpDefaultCullMode, (int)CullingMode.Frontface);
|
||||
@@ -2368,12 +2368,12 @@ namespace UnityEditor.Rendering.Toon
|
||||
{
|
||||
EditorGUILayout.HelpBox("You need to add OutlinePass in custom pass to make outline work properly", MessageType.Warning);
|
||||
|
||||
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UtsShaderPassName.OUTLINE_PASS_NAME);
|
||||
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UTSPassName.OUTLINE_PASS_NAME);
|
||||
var isOutlineEnabled = true;
|
||||
if (srpDefaultLightModeTag == UtsShaderPassName.OUTLINE_PASS_NAME)
|
||||
if (srpDefaultLightModeTag == UTSPassName.OUTLINE_PASS_NAME)
|
||||
{
|
||||
const string kOutline = "Outline";
|
||||
isOutlineEnabled = material.GetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME);
|
||||
isOutlineEnabled = material.GetShaderPassEnabled(UTSPassName.OUTLINE_PASS_NAME);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
isOutlineEnabled = EditorGUILayout.Toggle(kOutline, isOutlineEnabled);
|
||||
@@ -2382,11 +2382,11 @@ namespace UnityEditor.Rendering.Toon
|
||||
m_MaterialEditor.RegisterPropertyChangeUndo(kOutline);
|
||||
if (isOutlineEnabled)
|
||||
{
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, true);
|
||||
material.SetShaderPassEnabled(UTSPassName.OUTLINE_PASS_NAME, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, false);
|
||||
material.SetShaderPassEnabled(UTSPassName.OUTLINE_PASS_NAME, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName;
|
||||
using static Misaki.HdrpToon.UTSPropertyName;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
@@ -49,7 +49,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
public static bool IsHairBlendingTarget(this Material material)
|
||||
{
|
||||
return material.GetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME);
|
||||
return material.GetShaderPassEnabled(UTSPassName.HAIR_BLENDING_TARGET_PASS_NAME);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,20 +5,14 @@ namespace Misaki.HdrpToon.Editor
|
||||
SurfaceOptions = 1 << 0,
|
||||
ShadingColor = 1 << 1,
|
||||
Shadow = 1 << 2,
|
||||
MaterialFeature = 1 << 3,
|
||||
SurfaceInputs = 1 << 4,
|
||||
Ambient = 1 << 5,
|
||||
Highlight = 1 << 6,
|
||||
Rimlight = 1 << 7,
|
||||
MatCap = 1 << 8,
|
||||
Stocking = 1 << 9,
|
||||
AngelRing = 1 << 10,
|
||||
Emission = 1 << 11,
|
||||
Outline = 1 << 12,
|
||||
TessellationHDRP = 1 << 13,
|
||||
SceneLight = 1 << 14,
|
||||
EnvironmentalLightEffectiveness = 1 << 15,
|
||||
MetaverseSettings = 1 << 16,
|
||||
Advance = 1 << 17,
|
||||
SurfaceInputs = 1 << 3,
|
||||
Ambient = 1 << 4,
|
||||
// Surface Features
|
||||
AngelRing = 1 << 5,
|
||||
Rimlight = 1 << 6,
|
||||
Stocking = 1 << 7,
|
||||
|
||||
Outline = 1 << 8,
|
||||
Advance = 1 << 9,
|
||||
}
|
||||
}
|
||||
@@ -2,11 +2,11 @@ using Misaki.ShaderGUI;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName.Advance;
|
||||
using static Misaki.HdrpToon.UTSPropertyName.Advance;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class AdvanceScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
internal class AdvanceScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
private static class Properties
|
||||
{
|
||||
@@ -20,7 +20,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
private static class Styles
|
||||
{
|
||||
public static readonly GUIContent diffuseMinText = new("Minimal diffuse contribution", "Specifies the minimum contribution of the base color to the diffuse light. Keep it 0 to make sure energy conservation.");
|
||||
public static readonly GUIContent diffuseMinText = new("Minimal Diffuse Contribution", "Specifies the minimum contribution of the base color to the diffuse light. Keep it 0 to make sure energy conservation.");
|
||||
|
||||
public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light.");
|
||||
public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color.");
|
||||
@@ -32,7 +32,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Advance Settings");
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.diffuseMin = FindProperty(MINIMAL_DIFFUSE_CONTRIBUTION);
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ using UnityEngine;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class AmbientScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
internal class AmbientScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Ambient;
|
||||
protected override GUIContent Header => new("Ambient Settings");
|
||||
@@ -52,7 +52,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
public static readonly GUIContent ssrWeightText = new("SSR Weight", "SSR Weight");
|
||||
}
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.indirectDiffuseMode = FindProperty("_Indirect_Diffuse_Mode");
|
||||
Properties.indirectSpecularMode = FindProperty("_Indirect_Specular_Mode");
|
||||
@@ -99,10 +99,8 @@ namespace Misaki.HdrpToon.Editor
|
||||
private static void DrawIndirectSpecularHeader()
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
|
||||
{
|
||||
EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
|
||||
}
|
||||
using var indentLevelScope = new EditorGUI.IndentLevelScope(-1);
|
||||
EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
|
||||
}
|
||||
|
||||
protected override void DrawContent()
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName.AngelRing;
|
||||
using static Misaki.HdrpToon.UTSPropertyName.AngelRing;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
@@ -32,7 +32,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Angel Ring Settings");
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.angelRingColor = FindProperty(ANGEL_RING_COLOR);
|
||||
Properties.angelRingColorMap = FindProperty(ANGEL_RING_COLOR_MAP);
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
using Misaki.ShaderGUI;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName.Outline;
|
||||
using static Misaki.HdrpToon.UTSPropertyName.Outline;
|
||||
using static UnityEditor.EditorGUI;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
@@ -46,7 +48,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Outline Settings");
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.outlineState = FindProperty(OUTLINE_STATE);
|
||||
|
||||
@@ -71,6 +73,14 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
if (Properties.outlineState.GetBooleanValue())
|
||||
{
|
||||
var isTransparentAny = materials.Any(m => m.GetInteger(UTSPropertyName.SurfaceOptions.SURFACE_TYPE) == 1);
|
||||
if (isTransparentAny)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Outline is not supported in transparent mode.", MessageType.Warning);
|
||||
}
|
||||
|
||||
using var settingScope = new DisabledGroupScope(isTransparentAny);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
editor.TexturePropertySingleLine(Styles.outlineWidthText, Properties.outlineWidthMap, Properties.outlineWidth);
|
||||
editor.TexturePropertySingleLine(Styles.outlineColorText, Properties.outlineColorMap, Properties.outlineColor);
|
||||
|
||||
@@ -3,11 +3,11 @@ using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName.RimLight;
|
||||
using static Misaki.HdrpToon.UTSPropertyName.RimLight;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class RimLightScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
internal class RimLightScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
private static class Properties
|
||||
{
|
||||
@@ -43,7 +43,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Rim Light Settings");
|
||||
protected override bool ShowSection => materials.All(mat => mat.HasFeature(SurfaceFeature.RimLight));
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
|
||||
Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
|
||||
|
||||
@@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class ShadingColorScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
internal class ShadingColorScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
private static class Properties
|
||||
{
|
||||
@@ -85,7 +85,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
}
|
||||
}
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.shadingRampMapState = FindProperty("_Use_Shading_Ramp_Map");
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Shadow Settings");
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.receiveLightShadow = FindProperty("_Receive_Light_Shadow");
|
||||
Properties.receiveScreenSpaceShadow = FindProperty("_Receive_Screen_Space_Shadow");
|
||||
|
||||
@@ -1,22 +1,52 @@
|
||||
using Misaki.ShaderGUI;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UTSPropertyName.Stocking;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class StockingScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
internal class StockingScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Stocking;
|
||||
|
||||
protected override GUIContent Header => throw new System.NotImplementedException();
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
private static class Properties
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
public static MaterialProperty stockingFresnelWidth;
|
||||
public static MaterialProperty stockingSparkleSpacing;
|
||||
public static MaterialProperty stockingSparkleAmount;
|
||||
public static MaterialProperty stockingSparkleSize;
|
||||
public static MaterialProperty stockingSparkleIntensity;
|
||||
}
|
||||
|
||||
private static class Styles
|
||||
{
|
||||
public static readonly GUIContent stockingFresnelWidthText = new("Fresnel Width", "Set the width of the fresnel effect for the stocking.");
|
||||
public static readonly GUIContent stockingSparkleSpacingText = new("Sparkle Spacing", "Set the spacing between sparkles on the stocking.");
|
||||
public static readonly GUIContent stockingSparkleAmountText = new("Sparkle Amount", "Set the amount of sparkles on the stocking.");
|
||||
public static readonly GUIContent stockingSparkleSizeText = new("Sparkle Size", "Set the size of the sparkles on the stocking.");
|
||||
public static readonly GUIContent stockingSparkleIntensityText = new("Sparkle Intensity", "Set the intensity of the sparkle effect for the stocking.");
|
||||
}
|
||||
|
||||
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Stocking;
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Stocking Settings");
|
||||
protected override bool ShowSection => materials.All(mat => mat.HasFeature(SurfaceFeature.Stocking));
|
||||
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.stockingFresnelWidth = FindProperty(STOCKING_FRESNEL_WIDTH);
|
||||
Properties.stockingSparkleSpacing = FindProperty(STOCKING_SPARKLE_SPACING);
|
||||
Properties.stockingSparkleAmount = FindProperty(STOCKING_SPARKLE_AMOUNT);
|
||||
Properties.stockingSparkleSize = FindProperty(STOCKING_SPARKLE_SIZE);
|
||||
Properties.stockingSparkleIntensity = FindProperty(STOCKING_SPARKLE_INTENSITY);
|
||||
}
|
||||
|
||||
protected override void DrawContent()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
editor.ShaderProperty(Properties.stockingFresnelWidth, Styles.stockingFresnelWidthText);
|
||||
editor.ShaderProperty(Properties.stockingSparkleSpacing, Styles.stockingSparkleSpacingText);
|
||||
editor.ShaderProperty(Properties.stockingSparkleAmount, Styles.stockingSparkleAmountText);
|
||||
editor.ShaderProperty(Properties.stockingSparkleSize, Styles.stockingSparkleSizeText);
|
||||
editor.ShaderProperty(Properties.stockingSparkleIntensity, Styles.stockingSparkleIntensityText);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,11 +4,11 @@ using UnityEditor;
|
||||
using UnityEditor.Rendering;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName.SurfaceInputs;
|
||||
using static Misaki.HdrpToon.UTSPropertyName.SurfaceInputs;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class SurfaceInputsScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
internal class SurfaceInputsScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
private static class Properties
|
||||
{
|
||||
@@ -75,7 +75,7 @@ namespace Misaki.HdrpToon.Editor
|
||||
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.SurfaceInputs;
|
||||
protected override GUIContent Header => new("Surface Inputs");
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.normalMap = FindProperty("_NormalMap");
|
||||
Properties.normalMapScale = FindProperty("_NormalScale");
|
||||
|
||||
@@ -2,18 +2,29 @@ using Misaki.ShaderGUI;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UTSPropertyName.SurfaceOptions;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
internal class SurfaceOptionsScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
{
|
||||
private static class Properties
|
||||
{
|
||||
public static MaterialProperty transparentMode;
|
||||
public static MaterialProperty surfaceType;
|
||||
|
||||
public static MaterialProperty fogOnTransparent;
|
||||
public static MaterialProperty transparentDepthPrepassEnable;
|
||||
public static MaterialProperty transparentDepthPostpassEnable;
|
||||
public static MaterialProperty transparentBackfaceEnable;
|
||||
public static MaterialProperty transparentZWrite;
|
||||
public static MaterialProperty receivesSSRTransparent;
|
||||
public static MaterialProperty transparentWritingMotionVec;
|
||||
|
||||
public static MaterialProperty alphaClipEnable;
|
||||
public static MaterialProperty alphaClip;
|
||||
|
||||
public static MaterialProperty cullMode;
|
||||
public static MaterialProperty doubleSidedNormalMode;
|
||||
|
||||
public static MaterialProperty shadingMode;
|
||||
public static MaterialProperty materialType;
|
||||
public static MaterialProperty pbrMode;
|
||||
@@ -24,12 +35,20 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
private static class Styles
|
||||
{
|
||||
public static readonly GUIContent transparentModeText = new("Transparent Mode", "Enable different modes that allow the simulation of a variety of transparent objects.");
|
||||
public static readonly GUIContent transparentModeText = new("Surface Type", "Controls the surface type of the material.");
|
||||
public static readonly GUIContent fogOnTransparentText = new("Fog On Transparent", "Enable to apply fog effect on transparent objects.");
|
||||
public static readonly GUIContent transparentDepthPrepassEnableText = new("Depth Prepass", "Enable to perform a depth prepass for transparent objects.");
|
||||
public static readonly GUIContent transparentDepthPostpassEnableText = new("Depth Postpass", "Enable to perform a depth postpass for transparent objects.");
|
||||
public static readonly GUIContent transparentBackfaceEnableText = new("Back Then Front Rendering", "Enable to render the back faces of transparent objects first, then the front faces.");
|
||||
public static readonly GUIContent transparentZWriteText = new("Depth Write", "Enable to write depth for transparent objects. This is useful for correct depth testing with other transparent objects.");
|
||||
public static readonly GUIContent receivesSSRTransparentText = new("Receives SSR", "Enable to allow transparent objects to receive Screen Space Reflections (SSR).");
|
||||
public static readonly GUIContent transparentWritingMotionVec = new("Motion Vectors Write", "Enable to write motion vectors for transparent objects.");
|
||||
|
||||
public static readonly GUIContent alphaClipEnableText = new("Alpha Clipping", "Enable alpha clipping.");
|
||||
public static readonly GUIContent alphaClipText = new("Alpha Clipping Threshold", "Threshold for alpha clipping.");
|
||||
|
||||
public static readonly GUIContent cullingModeText = new("Culling Mode", "Controls the sides of polygons that should not be drawn (culled).");
|
||||
public static readonly GUIContent doubleSidedNormalModeText = new("Double Sided Mode", "Controls the normal mode for double-sided rendering.");
|
||||
|
||||
public static readonly GUIContent shadingModeText = new("Shading Color Mode", "Specifies the shading grade mode.");
|
||||
public static readonly GUIContent materialTypeText = new("Material Type", "Specifies the material type.");
|
||||
public static readonly GUIContent pbrModeText = new("PBR Mode", "Specifies PBR model mode.");
|
||||
@@ -42,58 +61,68 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Surface Options");
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
protected override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.transparentMode = FindProperty("_TransparentEnabled");
|
||||
Properties.surfaceType = FindProperty(SURFACE_TYPE);
|
||||
|
||||
Properties.alphaClipEnable = FindProperty("_AlphaCutoffEnable");
|
||||
Properties.alphaClip = FindProperty("_AlphaCutoff");
|
||||
Properties.fogOnTransparent = FindProperty(FOG_ON_TRANSPARENT);
|
||||
Properties.transparentDepthPrepassEnable = FindProperty(TRANSPARENT_DEPTH_PREPASS_ENABLE);
|
||||
Properties.transparentDepthPostpassEnable = FindProperty(TRANSPARENT_DEPTH_POSTPASS_ENABLE);
|
||||
Properties.transparentBackfaceEnable = FindProperty(TRANSPARENT_BACKFACE_ENABLE);
|
||||
Properties.transparentZWrite = FindProperty(TRANSPARENT_Z_WRITE);
|
||||
Properties.receivesSSRTransparent = FindProperty(RECEIVES_SSR_TRANSPARENT);
|
||||
Properties.transparentWritingMotionVec = FindProperty(TRANSPARENT_WRITING_MOTION_VEC);
|
||||
|
||||
Properties.cullMode = FindProperty("_CullMode");
|
||||
Properties.shadingMode = FindProperty("_Shading_Mode");
|
||||
Properties.materialType = FindProperty("_Material_Type");
|
||||
Properties.pbrMode = FindProperty("_PBR_Mode");
|
||||
Properties.alphaClipEnable = FindProperty(ALPHA_CLIP_ENABLE);
|
||||
Properties.alphaClip = FindProperty(ALPHA_CUTOFF);
|
||||
Properties.cullMode = FindProperty(CULL_MODE);
|
||||
Properties.doubleSidedNormalMode = FindProperty(DOUBLE_SIDED_NORMAL_MODE);
|
||||
|
||||
Properties.hairBlendingTarget = FindProperty("_HairBlendingTarget");
|
||||
Properties.surfaceFeatures = FindProperty("_SurfaceFeatures");
|
||||
Properties.shadingMode = FindProperty(SHADING_MODE);
|
||||
Properties.materialType = FindProperty(MATERIAL_TYPE);
|
||||
Properties.pbrMode = FindProperty(PBR_MODE);
|
||||
|
||||
Properties.hairBlendingTarget = FindProperty(HAIR_BLENDING_TARGET);
|
||||
Properties.surfaceFeatures = FindProperty(SURFACE_FEATURE);
|
||||
}
|
||||
|
||||
protected override void DrawContent()
|
||||
{
|
||||
editor.ShaderProperty(Properties.transparentMode, Styles.transparentModeText);
|
||||
editor.ShaderProperty(Properties.surfaceType, Styles.transparentModeText);
|
||||
using (new EditorGUI.IndentLevelScope())
|
||||
{
|
||||
if (Properties.surfaceType.GetBooleanValue())
|
||||
{
|
||||
editor.ShaderProperty(Properties.fogOnTransparent, Styles.fogOnTransparentText);
|
||||
editor.ShaderProperty(Properties.transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText);
|
||||
editor.ShaderProperty(Properties.transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText);
|
||||
editor.ShaderProperty(Properties.transparentBackfaceEnable, Styles.transparentBackfaceEnableText);
|
||||
editor.ShaderProperty(Properties.transparentZWrite, Styles.transparentZWriteText);
|
||||
editor.ShaderProperty(Properties.receivesSSRTransparent, Styles.receivesSSRTransparentText);
|
||||
editor.ShaderProperty(Properties.transparentWritingMotionVec, Styles.transparentWritingMotionVec);
|
||||
}
|
||||
|
||||
editor.ShaderProperty(Properties.cullMode, Styles.cullingModeText);
|
||||
if (Properties.cullMode.intValue == 0)
|
||||
{
|
||||
using (new EditorGUI.IndentLevelScope())
|
||||
{
|
||||
editor.ShaderProperty(Properties.doubleSidedNormalMode, Styles.doubleSidedNormalModeText);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
editor.ShaderProperty(Properties.alphaClipEnable, Styles.alphaClipEnableText);
|
||||
if (Properties.alphaClipEnable.GetBooleanValue())
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
using var s = new EditorGUI.IndentLevelScope();
|
||||
editor.ShaderProperty(Properties.alphaClip, Styles.alphaClipText);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
editor.ShaderProperty(Properties.cullMode, Styles.cullingModeText);
|
||||
editor.ShaderProperty(Properties.shadingMode, Styles.shadingModeText);
|
||||
EditorGUI.BeginChangeCheck();
|
||||
editor.ShaderProperty(Properties.materialType, Styles.materialTypeText);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
foreach (var material in materials)
|
||||
{
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, Properties.materialType.GetEnumValue<MaterialType>() == MaterialType.FrontHair);
|
||||
}
|
||||
}
|
||||
|
||||
editor.ShaderProperty(Properties.pbrMode, Styles.pbrModeText);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
editor.ShaderProperty(Properties.hairBlendingTarget, Styles.hairBlendingTargetText);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
foreach (var material in materials)
|
||||
{
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, Properties.hairBlendingTarget.GetBooleanValue());
|
||||
}
|
||||
}
|
||||
|
||||
editor.ShaderProperty(Properties.surfaceFeatures, Styles.surfaceFeaturesText);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using Misaki.ShaderGUI;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
@@ -11,24 +10,9 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
public override void ValidateMaterial(Material material)
|
||||
{
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, (MaterialType)material.GetInteger("_Material_Type") == MaterialType.FrontHair);
|
||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, material.GetInteger("_HairBlendingTarget") == 1);
|
||||
|
||||
if (material.GetInteger("_AlphaCutoffEnable") > 0.0f)
|
||||
{
|
||||
material.SetInt("_ZTestGBuffer", (int)CompareFunction.Equal);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.SetInt("_ZTestGBuffer", (int)CompareFunction.LessEqual);
|
||||
}
|
||||
|
||||
//if (surfaceType == SurfaceType.Opaque)
|
||||
//{
|
||||
material.SetInt("_ZTestDepthEqualForOpaque", (int)CompareFunction.Equal);
|
||||
//}
|
||||
//else
|
||||
// material.SetInt(kZTestDepthEqualForOpaque, (int)material.GetTransparentZTest());
|
||||
UTSAPI.SetupPass(material);
|
||||
UTSAPI.SetupKeywords(material);
|
||||
UTSAPI.SetupProperties(material);
|
||||
}
|
||||
|
||||
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
@@ -47,15 +31,19 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
private void OnInitialize(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
{
|
||||
AddUIScope(new SurfaceOptionsScope());
|
||||
AddUIScope(new ShadingColorScope());
|
||||
AddUIScope(new ShadowScope());
|
||||
AddUIScope(new SurfaceInputsScope());
|
||||
AddUIScope(new AmbientScope());
|
||||
AddUIScope(new RimLightScope());
|
||||
AddUIScope(new AngelRingScope());
|
||||
AddUIScope(new OutlineScope());
|
||||
AddUIScope(new AdvanceScope());
|
||||
AddUIScope<SurfaceOptionsScope>();
|
||||
AddUIScope<ShadingColorScope>();
|
||||
AddUIScope<ShadowScope>();
|
||||
AddUIScope<SurfaceInputsScope>();
|
||||
AddUIScope<AmbientScope>();
|
||||
|
||||
// Surface Features
|
||||
AddUIScope<AngelRingScope>();
|
||||
AddUIScope<RimLightScope>();
|
||||
AddUIScope<StockingScope>();
|
||||
|
||||
AddUIScope<OutlineScope>();
|
||||
AddUIScope<AdvanceScope>();
|
||||
|
||||
Initialize(materialEditor, properties);
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
public static class UtsShaderPassName
|
||||
public static class UTSPassName
|
||||
{
|
||||
public const string OUTLINE_PASS_NAME = "Outline";
|
||||
public const string HAIR_SHADOW_CASTER_PASS_NAME = "HairShadowCaster";
|
||||
2
Runtime/Constants/UTSPassName.cs.meta
Normal file
2
Runtime/Constants/UTSPassName.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9522e8a96ee83bb4c9bc6445747d6f45
|
||||
@@ -1,13 +1,67 @@
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
internal static class UtsShaderPropertyName
|
||||
internal static class UTSPropertyName
|
||||
{
|
||||
public static class InternalProperties
|
||||
{
|
||||
public const string SURFACE_TYPE = "_SurfaceType";
|
||||
public const string DOUBLE_SIDED_CONSTANTS = "_DoubleSidedConstants";
|
||||
|
||||
public const string TRANSPARENT_DEPTH_PREPASS_ENABLE = "_TransparentDepthPrepassEnable";
|
||||
public const string TRANSPARENT_BACKFACE_ENABLE = "_TransparentBackfaceEnable";
|
||||
public const string TRANSPARENT_DEPTH_POSTPASS_ENABLE = "_TransparentDepthPostpassEnable";
|
||||
|
||||
public const string TRANSPARENT_CULL_MODE = "_TransparentCullMode";
|
||||
public const string OPAQUE_CULL_MODE = "_OpaqueCullMode";
|
||||
|
||||
public const string SRC_BLEND = "_SrcBlend";
|
||||
public const string DEST_BLEND = "_DstBlend";
|
||||
public const string DEST_BLEND2 = "_DstBlend2";
|
||||
public const string ALPHA_SRC_BLEND = "_AlphaSrcBlend";
|
||||
public const string ALPHA_DEST_BLEND = "_AlphaDstBlend";
|
||||
|
||||
public const string CULL_MODE_FORWARD = "_CullModeForward";
|
||||
|
||||
public const string ZTEST_GBUFFER = "_ZTestGBuffer";
|
||||
public const string ZTEST_DEPTH_EQUAL_FOR_OPAQUE = "_ZTestDepthEqualForOpaque";
|
||||
public const string ZTEST_TRANSPARENT = "_ZTestTransparent";
|
||||
|
||||
public const string ZWRITE = "_ZWrite";
|
||||
|
||||
public const string STENCIL_REF = "_StencilRef";
|
||||
public const string STENCIL_WRITE_MASK = "_StencilWriteMask";
|
||||
public const string STENCIL_REF_DEPTH = "_StencilRefDepth";
|
||||
public const string STENCIL_WRITE_MASK_DEPTH = "_StencilWriteMaskDepth";
|
||||
public const string STENCIL_REF_G_BUFFER = "_StencilRefGBuffer";
|
||||
public const string STENCIL_WRITE_MASK_G_BUFFER = "_StencilWriteMaskGBuffer";
|
||||
public const string STENCIL_REF_MV = "_StencilRefMV";
|
||||
public const string STENCIL_WRITE_MASK_MV = "_StencilWriteMaskMV";
|
||||
public const string STENCIL_REF_DISTORTION_VEC = "_StencilRefDistortionVec";
|
||||
public const string STENCIL_WRITE_MASK_DISTORTION_VEC = "_StencilWriteMaskDistortionVec";
|
||||
}
|
||||
|
||||
public static class SurfaceOptions
|
||||
{
|
||||
public const string SURFACE_TYPE = "_SurfaceType";
|
||||
|
||||
public const string FOG_ON_TRANSPARENT = "_FogOnTransparent";
|
||||
public const string TRANSPARENT_DEPTH_PREPASS_ENABLE = "_TransparentDepthPrepassEnable";
|
||||
public const string TRANSPARENT_BACKFACE_ENABLE = "_TransparentBackfaceEnable";
|
||||
public const string TRANSPARENT_DEPTH_POSTPASS_ENABLE = "_TransparentDepthPostpassEnable";
|
||||
public const string TRANSPARENT_Z_WRITE = "_TransparentZWrite";
|
||||
public const string RECEIVES_SSR_TRANSPARENT = "_ReceivesSSRTransparent";
|
||||
public const string TRANSPARENT_WRITING_MOTION_VEC = "_TransparentWritingMotionVec";
|
||||
|
||||
public const string ALPHA_CLIP_ENABLE = "_AlphaCutoffEnable";
|
||||
public const string ALPHA_CUTOFF = "_AlphaCutoff";
|
||||
public const string CULL_MODE = "_CullMode";
|
||||
public const string DOUBLE_SIDED_NORMAL_MODE = "_DoubleSidedNormalMode";
|
||||
|
||||
public const string SHADING_MODE = "_Shading_Mode";
|
||||
public const string PBR_MODE = "_PBR_Mode";
|
||||
public const string SURFACE_FEATURE = "_SurfaceFeatures";
|
||||
public const string MATERIAL_TYPE = "_Material_Type";
|
||||
public const string PBR_MODE = "_PBR_Mode";
|
||||
public const string HAIR_BLENDING_TARGET = "_HairBlendingTarget";
|
||||
public const string SURFACE_FEATURE = "_SurfaceFeatures";
|
||||
}
|
||||
|
||||
public static class SurfaceInputs
|
||||
@@ -22,6 +76,15 @@ namespace Misaki.HdrpToon
|
||||
public const string EMISSIVE_EXPOSURE_WEIGHT = "_EmissiveExposureWeight";
|
||||
}
|
||||
|
||||
public static class AngelRing
|
||||
{
|
||||
public const string ANGEL_RING_COLOR = "_AngelRingColor";
|
||||
public const string ANGEL_RING_COLOR_MAP = "_AngelRingColorMap";
|
||||
public const string ANGEL_RING_INTENSITY = "_AngelRingIntensity";
|
||||
public const string ANGEL_RING_OFFSET_U = "_AngelRingOffsetU";
|
||||
public const string ANGEL_RING_OFFSET_V = "_AngelRingOffsetV";
|
||||
}
|
||||
|
||||
public static class RimLight
|
||||
{
|
||||
public const string RIM_LIGHT_COLOR = "_RimLightColor";
|
||||
@@ -46,13 +109,13 @@ namespace Misaki.HdrpToon
|
||||
public const string RIM_LIGHT_MASK_LEVEL = "_Tweak_RimLightMaskLevel";
|
||||
}
|
||||
|
||||
public static class AngelRing
|
||||
public static class Stocking
|
||||
{
|
||||
public const string ANGEL_RING_COLOR = "_AngelRingColor";
|
||||
public const string ANGEL_RING_COLOR_MAP = "_AngelRingColorMap";
|
||||
public const string ANGEL_RING_INTENSITY = "_AngelRingIntensity";
|
||||
public const string ANGEL_RING_OFFSET_U = "_AngelRingOffsetU";
|
||||
public const string ANGEL_RING_OFFSET_V = "_AngelRingOffsetV";
|
||||
public const string STOCKING_FRESNEL_WIDTH = "_StockingFresnelWidth";
|
||||
public const string STOCKING_SPARKLE_SPACING = "_StockingSparkleSpacing";
|
||||
public const string STOCKING_SPARKLE_AMOUNT = "_StockingSparkleAmount";
|
||||
public const string STOCKING_SPARKLE_SIZE = "_StockingSparkleSize";
|
||||
public const string STOCKING_SPARKLE_INTENSITY = "_StockingSparkleIntensity";
|
||||
}
|
||||
|
||||
public static class Outline
|
||||
2
Runtime/Constants/UTSPropertyName.cs.meta
Normal file
2
Runtime/Constants/UTSPropertyName.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67328b7e131292649a97d548dd87f389
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a2b199311606f54a9585b9b3ea31e7d
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 723370b3a1613cb43b85b765ebcebee3
|
||||
@@ -1,9 +1,22 @@
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
internal enum SurfaceType
|
||||
{
|
||||
Opaque,
|
||||
Transparent
|
||||
}
|
||||
|
||||
internal enum DoubleSidedMode
|
||||
{
|
||||
None,
|
||||
Mirror,
|
||||
Flip
|
||||
}
|
||||
|
||||
internal enum ShadingMode
|
||||
{
|
||||
Standard,
|
||||
SDF,
|
||||
SDF
|
||||
}
|
||||
|
||||
internal enum MaterialType
|
||||
|
||||
@@ -8,8 +8,8 @@ namespace Misaki.HdrpToon
|
||||
public enum SurfaceFeature
|
||||
{
|
||||
None = 0,
|
||||
Stocking = 1 << 0,
|
||||
AngelRing = 1 << 0,
|
||||
RimLight = 1 << 1,
|
||||
AngelRing = 1 << 2
|
||||
Stocking = 1 << 2,
|
||||
}
|
||||
}
|
||||
@@ -8,9 +8,9 @@
|
||||
// Misaki.HdrpToon.SurfaceFeature: static fields
|
||||
//
|
||||
#define SURFACEFEATURE_NONE (0)
|
||||
#define SURFACEFEATURE_STOCKING (1)
|
||||
#define SURFACEFEATURE_ANGEL_RING (1)
|
||||
#define SURFACEFEATURE_RIM_LIGHT (2)
|
||||
#define SURFACEFEATURE_ANGEL_RING (4)
|
||||
#define SURFACEFEATURE_STOCKING (4)
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
@@ -79,9 +79,11 @@ namespace Misaki.HdrpToon
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public static SerializedObject GetSerializedSettings()
|
||||
{
|
||||
return new(GetOrCreateSettings());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -2,64 +2,52 @@ Shader "HDRP/Toon"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//TODO: Use custom rendering data.
|
||||
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
|
||||
//TODO: Write HDRP properties to UTS properties
|
||||
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Integer) = 0
|
||||
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
|
||||
_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
|
||||
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
|
||||
[ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
|
||||
[ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
|
||||
[ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
|
||||
_TransparentSortPriority("_TransparentSortPriority", Float) = 0
|
||||
_TransparentSortPriority("_TransparentSortPriority", Integer) = 0
|
||||
|
||||
// Transparency
|
||||
[Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0
|
||||
[Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 1
|
||||
[Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Integer) = 0
|
||||
[Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Integer) = 1
|
||||
_Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0
|
||||
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
|
||||
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
|
||||
_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
|
||||
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
|
||||
[ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0
|
||||
|
||||
// Forward
|
||||
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
|
||||
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting
|
||||
[HideInInspector] _StencilRef("_StencilRef", Integer) = 0 // StencilUsage.Clear
|
||||
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Integer) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
|
||||
// GBuffer
|
||||
[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilLightingUsage.RegularLighting
|
||||
[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilMask.Lighting
|
||||
[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Integer) = 2 // StencilUsage.RequiresDeferredLighting
|
||||
[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Integer) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
|
||||
// Depth prepass
|
||||
[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing
|
||||
[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 32 // DoesntReceiveSSR
|
||||
[HideInInspector] _StencilRefDepth("_StencilRefDepth", Integer) = 0 // Nothing
|
||||
[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Integer) = 8 // StencilUsage.TraceReflectionRay
|
||||
// Motion vector pass
|
||||
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
|
||||
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
|
||||
[HideInInspector] _StencilRefMV("_StencilRefMV", Integer) = 32 // StencilBitMask.ObjectMotionVectors
|
||||
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Integer) = 32 // StencilBitMask.ObjectMotionVectors
|
||||
// Distortion vector pass
|
||||
[HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
|
||||
[HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
|
||||
[HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Integer) = 64 // StencilBitMask.DistortionVectors
|
||||
[HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Integer) = 64 // StencilBitMask.DistortionVectors
|
||||
|
||||
// Blending state
|
||||
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
|
||||
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
|
||||
[HideInInspector] _SrcBlend("__src", Float) = 1.0
|
||||
[HideInInspector] _DstBlend("__dst", Float) = 0.0
|
||||
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
|
||||
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
|
||||
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
|
||||
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
||||
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
|
||||
[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
|
||||
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
||||
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
|
||||
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
|
||||
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 4
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal
|
||||
_BlendMode("__blendmode", Integer) = 0
|
||||
[HideInInspector] _SrcBlend("__src", Integer) = 1
|
||||
[HideInInspector] _DstBlend("__dst", Integer) = 0
|
||||
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Integer) = 1
|
||||
[HideInInspector] _AlphaDstBlend("__alphaDst", Integer) = 0
|
||||
[HideInInspector][ToggleUI] _ZWrite("__zw", Integer) = 1
|
||||
[HideInInspector] _CullModeForward("__cullmodeForward", Integer) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
|
||||
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Integer) = 4 // Less equal
|
||||
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Integer) = 8
|
||||
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Integer) = 4
|
||||
[HideInInspector] _ZTestMode("_ZTestMode", Integer) = 4
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Integer) = 4 // Less equal
|
||||
|
||||
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
|
||||
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
|
||||
|
||||
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
|
||||
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
|
||||
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
|
||||
|
||||
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
|
||||
@@ -81,13 +69,24 @@ Shader "HDRP/Toon"
|
||||
//TODO: Move more properties here for better organization
|
||||
|
||||
// Surface Options
|
||||
[Popup] _TransparentEnabled("Transparent Mode", Integer) = 0
|
||||
[Popup(_ALPHATEST_ON)] _AlphaCutoffEnable("Alpha Cutoff Enable", Integer) = 0.0
|
||||
[Enum(Misaki.HdrpToon.SurfaceType)]_SurfaceType("__surfacetype", Integer) = 0
|
||||
|
||||
[Popup(_ENABLE_FOG_ON_TRANSPARENT)] _FogOnTransparent("Fog On Transparent", Integer) = 0
|
||||
[ToggleUI] _TransparentDepthPrepassEnable("Transparent Depth Prepass Enable", Integer) = 0
|
||||
[ToggleUI] _TransparentDepthPostpassEnable("Transparent Depth Postpass Enable", Integer) = 0
|
||||
[ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Integer) = 0
|
||||
[ToggleUI] _TransparentZWrite("_TransparentZWrite", Integer) = 0
|
||||
[PopupUI] _ReceivesSSRTransparent("Receives SSR Transparent", Integer) = 0
|
||||
[Popup(_TRANSPARENT_WRITES_MOTION_VEC)] _TransparentWritingMotionVec ("Transparent Writing Motion Vector", Integer) = 0
|
||||
|
||||
[Popup(_ALPHATEST_ON)] _AlphaCutoffEnable("Alpha Cutoff Enable", Integer) = 0
|
||||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("Cull Mode", Integer) = 2
|
||||
[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
|
||||
[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", Integer) = 0
|
||||
[KeywordEnum(Off, Standard, Anisotropy, Hair, Fabric, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
|
||||
[Enum(Misaki.HdrpToon.DoubleSidedMode)] _DoubleSidedNormalMode("Double sided normal mode", Integer) = 1
|
||||
|
||||
[KeywordEnumType(Misaki.HdrpToon.ShadingMode, Misaki.HdrpToon)] _Shading_Mode("Shading mode", Integer) = 0
|
||||
[KeywordEnumType(Misaki.HdrpToon.MaterialType, Misaki.HdrpToon)] _Material_Type("Material Type", Integer) = 0
|
||||
[KeywordEnumType(Misaki.HdrpToon.PBRMode, Misaki.HdrpToon)] _PBR_Mode("PBR Mode", Integer) = 0
|
||||
[PassPopup(HairBlendingTarget)] _HairBlendingTarget("Hair Blending Target", Integer) = 0
|
||||
[EnumFlagsUI(Misaki.HdrpToon.SurfaceFeature, Misaki.HdrpToon)]_SurfaceFeatures("Surface Features", Integer) = 0
|
||||
|
||||
@@ -172,8 +171,8 @@ Shader "HDRP/Toon"
|
||||
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
// Ambient
|
||||
[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
|
||||
[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
|
||||
[KeywordEnumType(Misaki.HdrpToon.IndirectDiffuseMode, Misaki.HdrpToon)] _Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
|
||||
[KeywordEnumType(Misaki.HdrpToon.IndirectSpecularMode, Misaki.HdrpToon)] _Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
|
||||
|
||||
_IndirectDiffuseMatCapMap("IndirectDiffuseMatCapMap", 2D) = "black" {}
|
||||
_IndirectDiffuseMatCapLod("IndirectDiffuseMatCapMapLOD", Range(-5, 5)) = 0.0
|
||||
@@ -192,6 +191,13 @@ Shader "HDRP/Toon"
|
||||
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
|
||||
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
// Angel Rings
|
||||
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
|
||||
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
|
||||
_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
|
||||
_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
|
||||
_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
|
||||
|
||||
// Rim Light
|
||||
_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
|
||||
_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
|
||||
@@ -217,12 +223,12 @@ Shader "HDRP/Toon"
|
||||
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
|
||||
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
|
||||
|
||||
// Angel Rings
|
||||
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
|
||||
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
|
||||
_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
|
||||
_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
|
||||
_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
|
||||
// Stocking
|
||||
_StockingFresnelWidth("Stocking Fresnel Width", Range(0, 10)) = 2.0
|
||||
[PowerSlider(2.0)]_StockingSparkleSpacing("Stocking Sparking Spacing", Range(64.0, 1024.0)) = 128.0
|
||||
_StockingSparkleAmount("Stocking Sparking Amount", Range(0, 2)) = 1.0
|
||||
_StockingSparkleSize("Stocking Sparking Intensity", Range(0, 2)) = 0.5
|
||||
_StockingSparkleIntensity("Stocking Sparking Intensity", Range(0, 10)) = 1.0
|
||||
|
||||
// Outline
|
||||
[PassPopup(Outline)] _OutlineState("Outline State", Integer) = 1
|
||||
@@ -232,7 +238,7 @@ Shader "HDRP/Toon"
|
||||
_OutlineColorMap("Outline Color Map", 2D) = "white" {}
|
||||
[ToggleUI] _AlbedoAffectOutline("Albedo Affect Outline", Float) = 1
|
||||
[ToggleUI] _SkyColorAffectOutline("Sky Color Affect Outline", Float) = 1
|
||||
_SkyColorIntensity("Sky Color Intensity", Range(0, 5)) = 1
|
||||
_SkyColorIntensity("Sky Color Intensity", Range(0, 10)) = 1
|
||||
|
||||
_OutlineFadeIn("Outline Fade In", Float) = 50
|
||||
_OutlineFadeOut("Outline Fade Out", Float) = 100
|
||||
@@ -256,7 +262,15 @@ Shader "HDRP/Toon"
|
||||
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
|
||||
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
|
||||
|
||||
[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
|
||||
_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
|
||||
_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
|
||||
_TransmissionMask("Transmission Mask", Range(0.0, 1.0)) = 1.0
|
||||
_TransmissionMaskMap("Transmission Mask Map", 2D) = "white" {}
|
||||
_Thickness("Thickness", Float) = 1.0
|
||||
_ThicknessMap("Thickness Map", 2D) = "white" {}
|
||||
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
|
||||
|
||||
[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Integer) = 0
|
||||
[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
|
||||
[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
|
||||
}
|
||||
@@ -269,6 +283,8 @@ Shader "HDRP/Toon"
|
||||
//-------------------------------------------------------------------------------------
|
||||
// Variant
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
#pragma shader_feature_local _DOUBLESIDED_ON
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
|
||||
@@ -380,7 +396,6 @@ Shader "HDRP/Toon"
|
||||
|
||||
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
||||
#pragma instancing_options renderinglayer
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
|
||||
#pragma multi_compile _ DEBUG_DISPLAY
|
||||
@@ -392,10 +407,13 @@ Shader "HDRP/Toon"
|
||||
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
|
||||
#pragma multi_compile _ LIGHT_LAYERS
|
||||
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
|
||||
#pragma shader_feature_local_fragment _PBR_MODE_OFF
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||
|
||||
@@ -443,7 +461,16 @@ Shader "HDRP/Toon"
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
||||
|
||||
// Lightmap memo
|
||||
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
|
||||
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
|
||||
@@ -511,9 +538,9 @@ Shader "HDRP/Toon"
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
|
||||
@@ -561,10 +588,12 @@ Shader "HDRP/Toon"
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||||
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
|
||||
|
||||
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
||||
@@ -629,11 +658,22 @@ Shader "HDRP/Toon"
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS
|
||||
|
||||
// If the transparent surface should have reflections, then we should output normal
|
||||
#if !defined(_DISABLE_SSR_TRANSPARENT)
|
||||
#define WRITE_NORMAL_BUFFER
|
||||
#endif
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||||
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
|
||||
#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/LitDepthPass.hlsl"
|
||||
@@ -660,7 +700,17 @@ Shader "HDRP/Toon"
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#pragma multi_compile _ DEBUG_DISPLAY
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
@@ -711,9 +761,9 @@ Shader "HDRP/Toon"
|
||||
Name "ForwardOnly"
|
||||
Tags { "LightMode" = "ForwardOnly" }
|
||||
|
||||
ZWrite [_ZWriteMode]
|
||||
ZWrite [_ZWrite]
|
||||
ZTest [_ZTestDepthEqualForOpaque]
|
||||
Cull [_CullMode]
|
||||
Cull [_CullModeForward]
|
||||
|
||||
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
|
||||
// ForwardOpaque | ForwardTransparent
|
||||
@@ -724,15 +774,15 @@ Shader "HDRP/Toon"
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_StencilNo]
|
||||
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOpPass]
|
||||
Fail[_StencilOpFail]
|
||||
WriteMask [_StencilWriteMask]
|
||||
Ref [_StencilRef]
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
#pragma multi_compile _ DEBUG_DISPLAY
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
@@ -743,18 +793,13 @@ Shader "HDRP/Toon"
|
||||
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
||||
|
||||
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||||
|
||||
// NOTE: We force shadow to medium for the moment.
|
||||
//#pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
|
||||
//#pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
|
||||
//#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
|
||||
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
||||
|
||||
#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)
|
||||
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
||||
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||||
#endif
|
||||
|
||||
#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
|
||||
|
||||
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
|
||||
@@ -780,16 +825,21 @@ Shader "HDRP/Toon"
|
||||
|
||||
#pragma shader_feature_local_fragment _SHADING_RAMP_MASK_MAP
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||
#pragma shader_feature_local_fragment _MASKMAP
|
||||
#pragma shader_feature_local_fragment _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _ANISOTROPYMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
|
||||
|
||||
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
|
||||
|
||||
#pragma shader_feature_local_fragment _STOCKING_SPARKING_MAP
|
||||
|
||||
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
|
||||
#define PUNCTUAL_SHADOW_MEDIUM
|
||||
@@ -801,6 +851,15 @@ Shader "HDRP/Toon"
|
||||
#define USE_FPTL_LIGHTLIST
|
||||
#endif
|
||||
|
||||
|
||||
#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)
|
||||
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
||||
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||||
|
||||
@@ -850,6 +909,7 @@ Shader "HDRP/Toon"
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||||
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
|
||||
@@ -898,7 +958,19 @@ Shader "HDRP/Toon"
|
||||
Tags { "LightMode" = "Outline" }
|
||||
|
||||
Cull Front
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
// // NOTE: We disable taa and tau for outline because it can't provide motion vector. This will reduce the ghosting but introduce some jittering.
|
||||
// // Worth it to write motion vector for outline? It will introduce additional drawcall.
|
||||
// Stencil
|
||||
// {
|
||||
// WriteMask 3
|
||||
// Ref 0
|
||||
// Comp Always
|
||||
// Pass Replace
|
||||
// }
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
@@ -1018,11 +1090,16 @@ Shader "HDRP/Toon"
|
||||
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
|
||||
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
|
||||
|
||||
// multi compile that allows us to strip the recursive code
|
||||
#pragma multi_compile _ MULTI_BOUNCE_INDIRECT
|
||||
|
||||
#pragma shader_feature_local_raytracing _NORMALMAP
|
||||
#pragma shader_feature_local_raytracing _ALPHATEST_ON
|
||||
#pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
|
||||
|
||||
// If you need to change this, be sure to read this comment.
|
||||
// For raytracing we decided to force the shadow quality to low.
|
||||
// - The performance is the first reason, given that it may happen during the ray tracing stage for indirect or in a non-tiled context for deferred
|
||||
@@ -1070,6 +1147,11 @@ Shader "HDRP/Toon"
|
||||
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
|
||||
#pragma shader_feature_local_raytracing _NORMALMAP
|
||||
#pragma shader_feature_local_raytracing _ALPHATEST_ON
|
||||
#pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_RAYTRACING_FORWARD
|
||||
|
||||
// If you need to change this, be sure to read this comment.
|
||||
@@ -1120,6 +1202,11 @@ Shader "HDRP/Toon"
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ MINIMAL_GBUFFER
|
||||
|
||||
#pragma shader_feature_local_raytracing _NORMALMAP
|
||||
#pragma shader_feature_local_raytracing _ALPHATEST_ON
|
||||
#pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
|
||||
@@ -1151,6 +1238,11 @@ Shader "HDRP/Toon"
|
||||
#pragma only_renderers d3d11 ps5
|
||||
#pragma raytracing surface_shader
|
||||
|
||||
#pragma shader_feature_local_raytracing _NORMALMAP
|
||||
#pragma shader_feature_local_raytracing _ALPHATEST_ON
|
||||
#pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY
|
||||
#pragma multi_compile _ TRANSPARENT_COLOR_SHADOW
|
||||
|
||||
@@ -1182,6 +1274,11 @@ Shader "HDRP/Toon"
|
||||
|
||||
#pragma multi_compile _ DEBUG_DISPLAY
|
||||
|
||||
#pragma shader_feature_local_raytracing _NORMALMAP
|
||||
#pragma shader_feature_local_raytracing _ALPHATEST_ON
|
||||
#pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
|
||||
|
||||
#define SHADERPASS SHADERPASS_PATH_TRACING
|
||||
|
||||
// This is just because it needs to be defined, shadow maps are not used.
|
||||
|
||||
@@ -55,50 +55,49 @@ float Random(float2 uv)
|
||||
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float unity_noise_interpolate (float a, float b, float t)
|
||||
inline float2 voronoi_noise_random_vector (float2 UV, float offset)
|
||||
{
|
||||
return (1.0-t)*a + (t*b);
|
||||
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
|
||||
UV = frac(sin(mul(UV, m)) * 46839.32);
|
||||
return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
|
||||
}
|
||||
|
||||
float ValueNoise (float2 uv)
|
||||
float Voronoi(float2 UV, float AngleOffset, float CellDensity)
|
||||
{
|
||||
float2 i = floor(uv);
|
||||
float2 f = frac(uv);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
float2 g = floor(UV * CellDensity);
|
||||
float2 f = frac(UV * CellDensity);
|
||||
float t = 8.0;
|
||||
float res = 8.0;
|
||||
|
||||
uv = abs(frac(uv) - 0.5);
|
||||
float2 c0 = i + float2(0.0, 0.0);
|
||||
float2 c1 = i + float2(1.0, 0.0);
|
||||
float2 c2 = i + float2(0.0, 1.0);
|
||||
float2 c3 = i + float2(1.0, 1.0);
|
||||
float r0 = Random(c0);
|
||||
float r1 = Random(c1);
|
||||
float r2 = Random(c2);
|
||||
float r3 = Random(c3);
|
||||
for(int y=-1; y<=1; y++)
|
||||
{
|
||||
for(int x=-1; x<=1; x++)
|
||||
{
|
||||
float2 lattice = float2(x,y);
|
||||
float2 offset = voronoi_noise_random_vector(lattice + g, AngleOffset);
|
||||
float d = distance(lattice + offset, f);
|
||||
if(d < res)
|
||||
{
|
||||
res = d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
|
||||
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
|
||||
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
|
||||
return t;
|
||||
return res;
|
||||
}
|
||||
|
||||
float SimpleNoise(float2 UV, float Scale)
|
||||
float Dither(float In, float4 positionSS)
|
||||
{
|
||||
float t = 0.0;
|
||||
|
||||
float freq = pow(2.0, float(0));
|
||||
float amp = pow(0.5, float(3-0));
|
||||
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
|
||||
|
||||
freq = pow(2.0, float(1));
|
||||
amp = pow(0.5, float(3-1));
|
||||
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
|
||||
|
||||
freq = pow(2.0, float(2));
|
||||
amp = pow(0.5, float(3-2));
|
||||
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
|
||||
|
||||
return t;
|
||||
float2 uv = positionSS.xy;
|
||||
float DITHER_THRESHOLDS[16] =
|
||||
{
|
||||
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
|
||||
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
|
||||
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
|
||||
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
|
||||
};
|
||||
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
|
||||
return In - DITHER_THRESHOLDS[index];
|
||||
}
|
||||
|
||||
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
|
||||
|
||||
@@ -74,6 +74,24 @@ struct UtsBSDFData
|
||||
real roughnessB;
|
||||
};
|
||||
|
||||
bool IsNonZeroBSDF(float3 L, float3 N)
|
||||
{
|
||||
// Should we sample shadow in zero bsdf area when using ramp map?
|
||||
#if _MATERIAL_TYPE_FACE || _USE_SHADING_RAMP_MAP_ON
|
||||
return true;
|
||||
//#elif _USE_SHADING_RAMP_MAP_ON
|
||||
#else
|
||||
float NdotL = dot(N, L);
|
||||
|
||||
return NdotL > 0.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsNonZeroBSDF(float3 L, UtsBSDFData bsdfData)
|
||||
{
|
||||
return IsNonZeroBSDF(L, bsdfData.normalWS);
|
||||
}
|
||||
|
||||
UTSSurfaceData ConvertSurfaceDataToUTSSurfaceData(SurfaceData surfaceData)
|
||||
{
|
||||
UTSSurfaceData output;
|
||||
|
||||
@@ -264,7 +264,6 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
|
||||
#endif
|
||||
|
||||
float3 doubleSidedConstants = GetDoubleSidedConstants();
|
||||
|
||||
ApplyDoubleSidedFlipOrMirror(input, doubleSidedConstants); // Apply double sided flip on the vertex normal
|
||||
|
||||
LayerTexCoord layerTexCoord;
|
||||
|
||||
@@ -1,20 +1,23 @@
|
||||
#ifndef UTS_SURFACE_FEATURE_EVALUATION
|
||||
#define UTS_SURFACE_FEATURE_EVALUATION
|
||||
|
||||
void UtsEvaluateLighting_Stocking(FragInputs input, PositionInputs posInput, float3 normalWS, float3 V, inout AggregateLighting aggregateLighting)
|
||||
void UtsEvaluateLighting_Stocking(FragInputs input, PositionInputs posInput, PreLightData preLightData, float3 N, float3 V, inout AggregateLighting aggregateLighting)
|
||||
{
|
||||
float NdotV = saturate(dot(normalize(V), normalWS));
|
||||
float fresnel = pow(preLightData.NdotV, _StockingFresnelWidth);
|
||||
|
||||
NdotV = pow(NdotV, 2.0);
|
||||
#if _STOCKING_SPARKING_MAP
|
||||
float viewAngleFactor = saturate(1.0 - preLightData.NdotV);
|
||||
float2 shiftedNDC = posInput.positionNDC.xy + viewAngleFactor * 0.05;
|
||||
float spacing = (1.0 - posInput.linearDepth) * _StockingSparkleSpacing;
|
||||
|
||||
// TODO: Move sparkle to bsdf evaluation?
|
||||
// float sparkle = Random(posInput.positionNDC.xy);
|
||||
// sparkle = step(0.995, sparkle);
|
||||
// float noise = SimpleNoise(posInput.positionNDC.xy, 500.0);
|
||||
// sparkle = noise < sparkle ? 1.0 : 0.0;
|
||||
// NOTE: Should we use sparkle texture instead of Voronoi?
|
||||
float screenSparkle = smoothstep(1.0 - (0.5 * _StockingSparkleAmount), 1, 1.0 - Voronoi(shiftedNDC * _ScreenParams.xy / spacing, 5, 5.0));
|
||||
float objectSparkle = smoothstep(1.0 - (0.5 * _StockingSparkleSize), 1, 1.0 - Voronoi(input.texCoord0, 5, 100.0));
|
||||
float sparkle = objectSparkle * screenSparkle * _StockingSparkleIntensity * 5;
|
||||
aggregateLighting.direct.specular += sparkle * aggregateLighting.direct.specular;
|
||||
#endif
|
||||
|
||||
aggregateLighting.direct.diffuse *= NdotV;
|
||||
// aggregateLighting.direct.specular = saturate(aggregateLighting.direct.specular + sparkle * (1.0 - NdotV) * 0.5);
|
||||
aggregateLighting.direct.diffuse *= fresnel;
|
||||
}
|
||||
|
||||
DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData
|
||||
@@ -55,7 +58,7 @@ DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData
|
||||
return lighting;
|
||||
}
|
||||
|
||||
DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 normalWS, float3 V)
|
||||
DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 N, float3 V)
|
||||
{
|
||||
DirectLighting lighting;
|
||||
ZERO_INITIALIZE(DirectLighting, lighting);
|
||||
@@ -71,15 +74,16 @@ DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 normalWS,
|
||||
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;
|
||||
float2 arOffsetU = lerp(mul(UNITY_MATRIX_V, float4(N, 0)).xyz, float3(0, 0, 1), _AngelRingOffsetU).xy;
|
||||
arOffsetU = arOffsetU * 0.5 + 0.5;
|
||||
|
||||
float2 arvnRotate = RotateUV(arOffsetU, -(cameraDir * cameraRoll).x, 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));
|
||||
float weight = saturate(dot(V, N));
|
||||
|
||||
lighting.specular = angelRingColor.r * angelRingColor.a * weight;
|
||||
lighting.specular = angelRingColor * angelRingColor.a * weight;
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
@@ -49,16 +49,17 @@ DirectLighting UtsEvaluateBSDF_Directional(LightLoopContext lightLoopContext, Po
|
||||
float3 L = -lightData.forward;
|
||||
|
||||
SHADOW_TYPE shadow = 1.0;
|
||||
// TODO: Should we disable the contact shadow?
|
||||
#if _RECEIVE_LIGHT_SHADOW_ON
|
||||
shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.geomNormalWS);
|
||||
#endif
|
||||
|
||||
if (lightData.lightDimmer > 0.0)
|
||||
{
|
||||
// TODO: Colored shadow will overwrite the first and second shading diffuse color
|
||||
//float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
|
||||
// TODO: Support ray traced transparent colored shadow
|
||||
float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
|
||||
float4 lightColor = EvaluateLight_Directional(lightLoopContext, posInput, lightData);
|
||||
lightColor.rgb = GetLimitedLightColor(lightColor.rgb * lightColor.a * _LightIntensityMultiplier);
|
||||
lightColor.rgb = GetLimitedLightColor(lightColor.rgb * lightColor.a * _LightIntensityMultiplier) * shadowColor;
|
||||
|
||||
UtsClampRoughness(preLightData, bsdfData, lightData.minRoughness);
|
||||
|
||||
@@ -84,8 +85,8 @@ DirectLighting UtsEvaluateBSDF_Punctual(LightLoopContext lightLoopContext, Posit
|
||||
|
||||
if (lightData.lightDimmer > 0.0)
|
||||
{
|
||||
// TODO: Colored shadow will overwrite the first and second shading diffuse color
|
||||
//float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
|
||||
// TODO: Support ray traced transparent colored shadow
|
||||
float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
|
||||
float4 lightColor = EvaluateLight_Punctual(lightLoopContext, posInput, lightData, L, distances);
|
||||
lightColor.rgb = GetLimitedLightColor(lightColor.rgb * lightColor.a * _LightIntensityMultiplier);
|
||||
|
||||
@@ -111,7 +112,7 @@ IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
|
||||
// Apply the weight on the ssr contribution (if required)
|
||||
ApplyScreenSpaceReflectionWeight(ssrLighting);
|
||||
|
||||
reflectionHierarchyWeight = ssrLighting.a;
|
||||
reflectionHierarchyWeight = ssrLighting.a * _SSRWeight;
|
||||
lighting.specularReflected = lerp(lighting.specularReflected, ssrLighting.rgb * preLightData.specularFGD, _SSRWeight);
|
||||
}
|
||||
|
||||
@@ -245,9 +246,9 @@ IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, Position
|
||||
return lighting;
|
||||
}
|
||||
|
||||
void ApplyAmbientOcclusion(AmbientOcclusionFactor aoFactor, inout BuiltinData builtinData, inout AggregateLighting lighting)
|
||||
void ApplyAmbientOcclusion(AmbientOcclusionFactor aoFactor, UtsBSDFData bsdfData, inout BuiltinData builtinData, inout AggregateLighting lighting)
|
||||
{
|
||||
builtinData.bakeDiffuseLighting = APPLY_WEIGHT(builtinData.bakeDiffuseLighting, aoFactor.indirectAmbientOcclusion, _SSAOWeight);
|
||||
builtinData.bakeDiffuseLighting = APPLY_WEIGHT(builtinData.bakeDiffuseLighting, lerp(bsdfData.diffuseColor * 0.2, 1.0, aoFactor.indirectAmbientOcclusion), _SSAOWeight);
|
||||
lighting.indirect.specularReflected = APPLY_WEIGHT(lighting.indirect.specularReflected, aoFactor.indirectSpecularOcclusion, _SSAOWeight);
|
||||
lighting.direct.diffuse = APPLY_WEIGHT(lighting.direct.diffuse, aoFactor.directAmbientOcclusion, _SSAOWeight);
|
||||
lighting.direct.specular = APPLY_WEIGHT(lighting.direct.specular, aoFactor.directSpecularOcclusion, _SSAOWeight);
|
||||
@@ -265,7 +266,7 @@ void UtsPostEvaluateBSDF(PositionInputs posInput, PreLightData preLightData, Uts
|
||||
#if !defined(_INDIRECT_DIFFUSE_MODE_OFF) || !defined(_INDIRECT_SPECULAR_MODE_OFF)
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
ApplyAmbientOcclusion(aoFactor, builtinData, lighting);
|
||||
ApplyAmbientOcclusion(aoFactor, bsdfData, builtinData, lighting);
|
||||
#endif
|
||||
AdjustIndirectLighting(preLightData, bsdfData, builtinData, lighting);
|
||||
|
||||
@@ -274,7 +275,6 @@ void UtsPostEvaluateBSDF(PositionInputs posInput, PreLightData preLightData, Uts
|
||||
lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
|
||||
// Rescale the GGX to account for the multiple scattering.
|
||||
lightLoopOutput.specularLighting *= 1.0 + bsdfData.fresnel0 * preLightData.energyCompensation;
|
||||
|
||||
ApplyExposureAdjustment(lightLoopOutput.diffuseLighting);
|
||||
ApplyExposureAdjustment(lightLoopOutput.specularLighting);
|
||||
}
|
||||
|
||||
@@ -19,25 +19,6 @@ int eAngelRing = 4;
|
||||
int eRimLight = 5;
|
||||
int eOutline = 6;
|
||||
|
||||
int GetNextDirectionalLightIndex(BuiltinData builtinData, int currentIndex, int mainLightIndex)
|
||||
{
|
||||
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < (int)_DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
if (mainLightIndex != i)
|
||||
{
|
||||
if (currentIndex < i)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return -1; // not found
|
||||
}
|
||||
|
||||
bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
|
||||
{
|
||||
#if defined(RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG)
|
||||
@@ -53,17 +34,6 @@ bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsNonZeroBSDF(float3 L, UtsBSDFData bsdfData)
|
||||
{
|
||||
#if _MATERIAL_TYPE_FACE
|
||||
return true;
|
||||
#else
|
||||
float NdotL = dot(bsdfData.normalWS, L);
|
||||
|
||||
return NdotL > 0.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bsdfData, BuiltinData builtinData,
|
||||
float3 V, uint featureFlags, out LightLoopOutput lightLoopOutput)
|
||||
{
|
||||
@@ -99,10 +69,10 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
||||
|
||||
// Is it worth sampling the shadow map?
|
||||
// Should we skip it if NdotL is negative? (i.e. transmission)
|
||||
if ((light.lightDimmer > 0) && (light.shadowDimmer > 0))
|
||||
if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && IsNonZeroBSDF(L, bsdfData))
|
||||
{
|
||||
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
||||
posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, UtsGetShadowNormal(bsdfData),
|
||||
posInput.positionSS, posInput.positionWS + L * UtsGetShadowSlopeBias(bsdfData.normalWS, L), UtsGetShadowNormal(bsdfData),
|
||||
light.shadowIndex, L);
|
||||
}
|
||||
}
|
||||
@@ -226,7 +196,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
||||
// 3. Sky Reflection
|
||||
|
||||
// Apply SSR.
|
||||
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
|
||||
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR)) && defined(_INDIRECT_SPECULAR_MODE_IBL)
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
@@ -357,9 +327,10 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
||||
#endif
|
||||
}
|
||||
|
||||
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
|
||||
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
|
||||
{
|
||||
UtsEvaluateLighting_Stocking(fragInputs, posInput, bsdfData.normalWS, V, aggregateLighting);
|
||||
DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
|
||||
AccumulateDirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
|
||||
#ifndef _LIGHT_BASE_RIM_LIGHT_ON
|
||||
@@ -370,10 +341,9 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
||||
}
|
||||
#endif
|
||||
|
||||
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
|
||||
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
|
||||
{
|
||||
DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
|
||||
AccumulateDirectLighting(lighting, aggregateLighting);
|
||||
UtsEvaluateLighting_Stocking(fragInputs, posInput, preLightData, bsdfData.normalWS, V, aggregateLighting);
|
||||
}
|
||||
|
||||
UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
|
||||
|
||||
@@ -53,6 +53,7 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
|
||||
DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
|
||||
|
||||
#elif _PBR_MODE_HAIR
|
||||
// TODO: Double layer anisotropic specular.
|
||||
float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
||||
DV = D_KajiyaKay(t, H, specularExponent);
|
||||
@@ -119,7 +120,7 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
|
||||
{
|
||||
SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
|
||||
#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
|
||||
sharpShadow *= GetHairShadow(posInput, L);
|
||||
sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
|
||||
#endif
|
||||
|
||||
#if _SHADING_MODE_SDF
|
||||
@@ -133,6 +134,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
|
||||
float3 diffuseTerm = 0.0;
|
||||
float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
|
||||
|
||||
float NdotL = dot(bsdfData.normalWS, L);
|
||||
|
||||
#if _USE_SHADING_RAMP_MAP_ON
|
||||
float rampMask = _ShadingRampMask;
|
||||
#if _SHADING_RAMP_MASK_MAP
|
||||
@@ -140,22 +143,20 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
|
||||
#endif
|
||||
|
||||
#if _SHADING_MODE_STANDARD
|
||||
float NdotL = dot(bsdfData.normalWS, L);
|
||||
float halfLambert = 0.5 * NdotL + 0.5;
|
||||
|
||||
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex).rgb;
|
||||
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
|
||||
|
||||
diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
|
||||
specularTerm *= saturate(NdotL) * sharpShadow;
|
||||
#elif _SHADING_MODE_SDF
|
||||
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex).rgb;
|
||||
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
|
||||
|
||||
diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
|
||||
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
|
||||
#endif
|
||||
#else
|
||||
#if _SHADING_MODE_STANDARD
|
||||
float NdotL = dot(bsdfData.normalWS, L);
|
||||
float halfLambert = 0.5 * NdotL + 0.5;
|
||||
|
||||
// float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));
|
||||
|
||||
@@ -6,13 +6,21 @@ float3 UtsGetShadowNormal(UtsBSDFData bsdfData)
|
||||
#if _MATERIAL_TYPE_FACE
|
||||
return normalize(mul(UNITY_MATRIX_M, float4(0.0, 0.0, 1.0, 0.0))).xyz;
|
||||
#else
|
||||
return bsdfData.geomNormalWS * (1.0 + _ShadowNormalBias);
|
||||
return bsdfData.normalWS * (1.0 + _ShadowNormalBias);
|
||||
#endif
|
||||
}
|
||||
|
||||
float UtsGetShadowSlopeBias(float3 N, float3 L)
|
||||
{
|
||||
// The slope bias is used to avoid shadow acne.
|
||||
// It is calculated based on the angle between the normal and the light direction.
|
||||
// The more perpendicular the light is to the surface, the more bias we apply.
|
||||
float NdotL = dot(N, L);
|
||||
return (1.0 - NdotL) * _ShadowDistanceBias;
|
||||
}
|
||||
|
||||
float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
|
||||
{
|
||||
// TODO: Move sdf sample result to UtsBSDFData to avoid sampleing in a loop
|
||||
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;
|
||||
@@ -27,7 +35,7 @@ float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
|
||||
return isRightSide ? right_SDFTex : left_SDFTex;
|
||||
}
|
||||
|
||||
float GetHairShadow(PositionInputs posInput, float3 L)
|
||||
float GetHairShadow(PositionInputs posInput, float3 L, float N)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
|
||||
@@ -37,18 +45,21 @@ float GetHairShadow(PositionInputs posInput, float3 L)
|
||||
if (hairShadowOpacity > 0.0)
|
||||
{
|
||||
float3 viewLightDir = TransformWorldToViewDir(L);
|
||||
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
|
||||
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
||||
float distance = _HairShadowDistance + max(0.0, posInput.linearDepth * _HairShadowDistanceScaleFactor);
|
||||
float3 viewOffsetPos = TransformWorldToView(posInput.positionWS) + viewLightDir * distance * 0.01;
|
||||
float4 clipPos = mul(UNITY_MATRIX_P, float4(viewOffsetPos, 1.0));
|
||||
float2 samplingPointSS = clipPos.xy / clipPos.w;
|
||||
samplingPointSS = samplingPointSS * 0.5 + 0.5;
|
||||
|
||||
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float cameraDirFactor = 1.0 - smoothstep(0.1, 0.9, cameraDirOS.y);
|
||||
// shadowLength.y *= cameraDirFactor;
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
samplingPointSS.y = 1.0 - samplingPointSS.y;
|
||||
#endif
|
||||
|
||||
// TODO: sample point is still shifting when fov change.
|
||||
float2 samplingPoint = (posInput.positionSS + shadowLength * viewLightDir.xy) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
|
||||
float NdotL = saturate(dot(N, L));
|
||||
float slopeBias = (1.0 - NdotL) * _HairShadowDepthBias;
|
||||
|
||||
float2 scaledUVs = samplingPoint * _RTHandleScale.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 hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + _HairShadowDepthBias)).r;
|
||||
float2 scaledUVs = samplingPointSS * _RTHandleScale.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 hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + slopeBias)).r;
|
||||
shadow = lerp(1.0 - hairShadowOpacity, 1.0, hairShadow);
|
||||
}
|
||||
|
||||
@@ -77,9 +88,9 @@ SHADOW_TYPE UtsEvaluateShadow_Punctual(LightLoopContext lightLoopContext, Positi
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if ((light.shadowIndex >= 0) && (light.shadowDimmer > 0))
|
||||
if ((light.shadowIndex >= 0) && (light.shadowDimmer > 0) && IsNonZeroBSDF(L, N))
|
||||
{
|
||||
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, N, light.shadowIndex, L, distances.x, light.lightType == GPULIGHTTYPE_POINT, light.lightType != GPULIGHTTYPE_PROJECTOR_BOX);
|
||||
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, posInput.positionSS, posInput.positionWS + L * UtsGetShadowSlopeBias(N, L), N, light.shadowIndex, L, distances.x, light.lightType == GPULIGHTTYPE_POINT, light.lightType != GPULIGHTTYPE_PROJECTOR_BOX);
|
||||
|
||||
#ifdef SHADOWS_SHADOWMASK
|
||||
// Note: Legacy Unity have two shadow mask mode. ShadowMask (ShadowMask contain static objects shadow and ShadowMap contain only dynamic objects shadow, final result is the minimun of both value)
|
||||
|
||||
@@ -33,6 +33,13 @@ TEXTURE2D(_SSSLutMap);
|
||||
TEXTURE2D(_HairBlendingMap);
|
||||
SAMPLER(sampler_HairBlendingMap);
|
||||
|
||||
TEXTURE2D(_EmissiveColorMap);
|
||||
SAMPLER(sampler_EmissiveColorMap);
|
||||
|
||||
// Stocking
|
||||
TEXTURE2D(_StockingSparkingMap);
|
||||
SAMPLER(sampler_StockingSparkingMap);
|
||||
|
||||
// Global
|
||||
TEXTURE2D(_HairShadowTex);
|
||||
TEXTURE2D_X(_HairBlendingTex);
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
float _SurfaceFeatures;
|
||||
half _AlphaCutoffEnable;
|
||||
float _AlphaCutoff;
|
||||
half _BlendMode;
|
||||
float4 _DoubleSidedConstants;
|
||||
|
||||
// Shading Color
|
||||
float4 _BaseColor;
|
||||
@@ -66,6 +68,8 @@ float _EnergyConservingSpecularColor;
|
||||
float3 _EmissiveColor;
|
||||
half _AlbedoAffectEmissive;
|
||||
half _EmissiveExposureWeight;
|
||||
float4 _EmissiveColorMap_ST;
|
||||
half _TexWorldScaleEmissive;
|
||||
|
||||
float _ObjectSpaceUVMappingEmissive;
|
||||
|
||||
@@ -84,6 +88,13 @@ float _IndirectSpecularMatCapLod;
|
||||
float _IndirectSpecularIntensity;
|
||||
float _SSRWeight;
|
||||
|
||||
// Angle Ring
|
||||
float4 _AngelRingColor;
|
||||
float4 _AngelRingColorMap_ST;
|
||||
float _AngelRingIntensity;
|
||||
float _AngelRingOffsetU;
|
||||
float _AngelRingOffsetV;
|
||||
|
||||
//Rim Light
|
||||
float4 _RimLightColor;
|
||||
float _RimLightIntensity;
|
||||
@@ -94,12 +105,12 @@ float _RimLightClippingLevel;
|
||||
|
||||
float _LightDirectionRimLightLevel;
|
||||
|
||||
// Angle Ring
|
||||
float4 _AngelRingColor;
|
||||
float4 _AngelRingColorMap_ST;
|
||||
float _AngelRingIntensity;
|
||||
float _AngelRingOffsetU;
|
||||
float _AngelRingOffsetV;
|
||||
// Stocking
|
||||
float _StockingFresnelWidth;
|
||||
float _StockingSparkleSpacing;
|
||||
float _StockingSparkleAmount;
|
||||
float _StockingSparkleSize;
|
||||
float _StockingSparkleIntensity;
|
||||
|
||||
// Outline
|
||||
float _OutlineWidth;
|
||||
@@ -125,10 +136,6 @@ float _Minimal_Diffuse_Contribution;
|
||||
// Light Loop
|
||||
float3 _ObjectCenterPositionWS;
|
||||
|
||||
// NOTE: Not sure what these are for
|
||||
// float _FirstShadeOverridden;
|
||||
// float _SecondShadeOverridden;
|
||||
|
||||
float _UseShadowThreshold;
|
||||
float _AlphaCutoffShadow;
|
||||
float _ComposerMaskMode;
|
||||
|
||||
@@ -41,7 +41,6 @@ PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
@@ -49,8 +48,6 @@ PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
@@ -87,34 +84,40 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
discard;
|
||||
#endif
|
||||
|
||||
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float4 objPos = mul(UNITY_MATRIX_M, float4(0, 0, 0, 1));
|
||||
float4 uv0 = input.texCoord0;
|
||||
|
||||
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
|
||||
float3 envLightSource_SkyboxIntensity = max(
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 1.0, 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() * _SkyColorIntensity;
|
||||
|
||||
float3 baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(uv0, _BaseColorMap)).rgb;
|
||||
baseColor *= _BaseColor.rgb;
|
||||
|
||||
float4 outlineColor = _OutlineColor;
|
||||
outlineColor.rgb = lerp(outlineColor.rgb, outlineColor.rgb + ambientSkyColor, _SkyColorAffectOutline);
|
||||
#if _OUTLINECOLORMAP
|
||||
outlineColor *= SAMPLE_TEXTURE2D(_OutlineColorMap, sampler_OutlineColorMap, TRANSFORM_TEX(uv0, _BaseColorMap)).rgb;
|
||||
#endif
|
||||
outlineColor.rgb = lerp(outlineColor.rgb, outlineColor.rgb * baseColor, _AlbedoAffectOutline);
|
||||
|
||||
float3 volColor, volOpacity;
|
||||
float3 baseColor = 1.0;
|
||||
if (_AlbedoAffectOutline > 0.5)
|
||||
{
|
||||
baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(uv0, _BaseColorMap)).rgb;
|
||||
baseColor *= _BaseColor.rgb;
|
||||
}
|
||||
outlineColor.rgb *= baseColor;
|
||||
|
||||
float3 ambientSkyColor = 0.0;
|
||||
if (_SkyColorAffectOutline > 0.5)
|
||||
{
|
||||
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
|
||||
float3 envLightSource_SkyboxIntensity = max(
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 1.0, 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;
|
||||
ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
|
||||
ambientSkyColor *= GetCurrentExposureMultiplier() * _SkyColorIntensity;
|
||||
}
|
||||
outlineColor.rgb += outlineColor.rgb * ambientSkyColor;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
// input.positionSS is SV_Position
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
float3 volColor, volOpacity;
|
||||
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
|
||||
outlineColor.rgb = outlineColor.rgb * (1 - volOpacity) + volColor;
|
||||
outColor = outlineColor;
|
||||
@@ -126,5 +129,3 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
}
|
||||
// End of File
|
||||
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float4 objPos = mul(UNITY_MATRIX_M, float4(0, 0, 0, 1));
|
||||
|
||||
float4 _Outline_Sampler_var = SAMPLE_TEXTURE2D_LOD(_OutlineWidthMap, sampler_OutlineWidthMap, TRANSFORM_TEX(inputMesh.uv0, _BaseColorMap), 0.0);
|
||||
//v.2.0.4.3 baked Normal Texture for Outline
|
||||
float3 normalDir = UnityObjectToWorldNormal(inputMesh.normalOS);
|
||||
float3 tangentDir = normalize(mul(unity_ObjectToWorld, float4(inputMesh.tangentOS.xyz, 0.0)).xyz);
|
||||
float3 tangentDir = normalize(mul(UNITY_MATRIX_M, float4(inputMesh.tangentOS.xyz, 0.0)).xyz);
|
||||
float3 bitangentDir = normalize(cross(normalDir, tangentDir) * inputMesh.tangentOS.w);
|
||||
float3x3 tangentTransform = float3x3(tangentDir, bitangentDir, normalDir);
|
||||
//end
|
||||
|
||||
@@ -79,16 +79,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
|
||||
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
|
||||
input.primitiveID = packedInput.primitiveID;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
|
||||
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
||||
#endif
|
||||
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
|
||||
|
||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||
@@ -119,6 +110,10 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
SurfaceData tempSurfaceData;
|
||||
BuiltinData builtinData;
|
||||
UtsGetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
|
||||
|
||||
float3 doubleSidedConstants = GetDoubleSidedConstants();
|
||||
ApplyDoubleSidedFlipOrMirror(input, doubleSidedConstants);
|
||||
|
||||
UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V);
|
||||
UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
|
||||
|
||||
@@ -154,6 +149,10 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingTex.rgb, hairBlendingTex.a * _HairBlendingFactor);
|
||||
#endif
|
||||
|
||||
#if _ENABLE_FOG_ON_TRANSPARENT && _SURFACE_TYPE_TRANSPARENT
|
||||
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
|
||||
#endif
|
||||
|
||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = 1;
|
||||
#ifdef UTS_DEBUG_SELFSHADOW
|
||||
@@ -177,4 +176,5 @@ void Frag(PackedVaryingsToPS packedInput,
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
|
||||
//outColor.rgb = input.isFrontFace;
|
||||
}
|
||||
@@ -23,14 +23,18 @@ namespace Misaki.HdrpToon
|
||||
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
|
||||
|
||||
var renderConfig = HDUtils.GetRendererConfiguration(false, false);
|
||||
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(UtsShaderPassName.outlinePassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(UTSPassName.outlinePassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
rendererConfiguration = renderConfig,
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.AllOpaque),
|
||||
excludeObjectMotionVectors = false,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
#if UNITY_6000_3_OR_NEWER
|
||||
CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
#else
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -127,9 +127,9 @@ namespace Misaki.HdrpToon
|
||||
}
|
||||
}
|
||||
|
||||
private bool ShouldReallocateHairShadowBuffer()
|
||||
private static bool IsRTHandleValid(RTHandle rtHandle)
|
||||
{
|
||||
return _hairShadowRTHandle == null || _hairShadowRTHandle.rt == null || !_hairShadowRTHandle.rt.IsCreated() || _needReallocateHairShadow;
|
||||
return rtHandle != null && rtHandle.rt != null && rtHandle.rt.IsCreated();
|
||||
}
|
||||
|
||||
private void ReallocateHairShadowBuffer()
|
||||
@@ -141,12 +141,11 @@ namespace Misaki.HdrpToon
|
||||
}
|
||||
#endif
|
||||
|
||||
// Use R8 or R16 directly?
|
||||
var format = _hairShadowQuality switch
|
||||
{
|
||||
BufferQuality.Low => GraphicsFormat.D16_UNorm,
|
||||
BufferQuality.High => GraphicsFormat.D32_SFloat,
|
||||
_ => GraphicsFormat.R16G16B16A16_SFloat
|
||||
_ => GraphicsFormat.D16_UNorm
|
||||
};
|
||||
|
||||
_hairShadowRTHandle?.Release();
|
||||
@@ -156,11 +155,6 @@ namespace Misaki.HdrpToon
|
||||
_needReallocateHairShadow = false;
|
||||
}
|
||||
|
||||
private bool ShouldReallocateHairBlendingBuffer()
|
||||
{
|
||||
return _hairBlendingRTHandle == null || _hairBlendingRTHandle.rt == null || !_hairBlendingRTHandle.rt.IsCreated() || _needReallocateHairBlending;
|
||||
}
|
||||
|
||||
private void ReallocateHairBlendingBuffer()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
@@ -262,7 +256,7 @@ namespace Misaki.HdrpToon
|
||||
return;
|
||||
}
|
||||
|
||||
if (ShouldReallocateHairShadowBuffer())
|
||||
if (!IsRTHandleValid(_hairShadowRTHandle) || _needReallocateHairShadow)
|
||||
{
|
||||
ReallocateHairShadowBuffer();
|
||||
return;
|
||||
@@ -272,14 +266,18 @@ namespace Misaki.HdrpToon
|
||||
{
|
||||
CoreUtils.SetRenderTarget(ctx.cmd, _hairShadowRTHandle, ClearFlag.Depth);
|
||||
|
||||
var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
var result = new RendererListDesc(UTSPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.AllOpaque),
|
||||
sortingCriteria = SortingCriteria.CommonOpaque,
|
||||
excludeObjectMotionVectors = false,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
#if UNITY_6000_3_OR_NEWER
|
||||
CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
#else
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
|
||||
#endif
|
||||
|
||||
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_PROP_NAME, utsRenderer.shadowDistance.value);
|
||||
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME, utsRenderer.shadowDistanceScale.value);
|
||||
@@ -296,7 +294,7 @@ namespace Misaki.HdrpToon
|
||||
return;
|
||||
}
|
||||
|
||||
if (ShouldReallocateHairBlendingBuffer())
|
||||
if (!IsRTHandleValid(_hairBlendingRTHandle) || _needReallocateHairBlending)
|
||||
{
|
||||
ReallocateHairBlendingBuffer();
|
||||
return;
|
||||
@@ -306,14 +304,18 @@ namespace Misaki.HdrpToon
|
||||
{
|
||||
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, _hairBlendingDepthRTHandle, ClearFlag.Color | ClearFlag.Depth);
|
||||
|
||||
var result = new RendererListDesc(UtsShaderPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
var result = new RendererListDesc(UTSPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.AllOpaque),
|
||||
sortingCriteria = SortingCriteria.CommonOpaque,
|
||||
excludeObjectMotionVectors = false,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
#if UNITY_6000_3_OR_NEWER
|
||||
CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
#else
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Misaki.HdrpToon
|
||||
targetDepthBuffer = CustomPass.TargetBuffer.None,
|
||||
};
|
||||
|
||||
_outlinePass = new()
|
||||
_outlinePass = new UTSOutlinePass()
|
||||
{
|
||||
name = "UTS Outline",
|
||||
targetColorBuffer = CustomPass.TargetBuffer.Camera,
|
||||
@@ -39,7 +39,7 @@ namespace Misaki.HdrpToon
|
||||
};
|
||||
|
||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _utsPass);
|
||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
|
||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforeTransparent, _outlinePass);
|
||||
|
||||
NotifyRendererSettingChanged();
|
||||
}
|
||||
|
||||
@@ -44,8 +44,36 @@ Shader "Hidden/Shader/UTSTonemapping"
|
||||
|
||||
inline float3 UTSToonmap(float3 x)
|
||||
{
|
||||
// See https://www.desmos.com/calculator/j4tpqazyfw
|
||||
#if 1
|
||||
// GT Tonemap, see https://www.desmos.com/calculator/gslcdxvipg
|
||||
float p = 1.0;
|
||||
float a = 1.0;
|
||||
float m = 0.22;
|
||||
float l = 0.4;
|
||||
float c = 1.33;
|
||||
float b = 0.0;
|
||||
|
||||
float l0 = (l * (p - m)) / a;
|
||||
float L0 = m - m / a;
|
||||
float L1 = m + (1 - m) / a;
|
||||
float3 Lx = m + a * (x - m);
|
||||
|
||||
float3 Tx = m * pow(x / m, c) + b;
|
||||
|
||||
float S0 = m + l0;
|
||||
float S1 = m + a * l0;
|
||||
float C2 = (a * p) / (p - S1);
|
||||
float3 Sx = p - (p - S1) * exp(-(C2 * (x - S0)) / p);
|
||||
|
||||
float3 w0 = 1.0 - smoothstep( 0.0, m, x);
|
||||
float3 w2 = smoothstep(m + l0, m + l0, x);
|
||||
float3 w1 = 1.0 - w0 - w2;
|
||||
|
||||
return Tx * w0 + Lx * w1 + Sx * w2;
|
||||
#else
|
||||
// Modified ACES, see https://www.desmos.com/calculator/j4tpqazyfw
|
||||
return (x * (2.63 * x + 0.03)) / (x * (2.11 * x + 0.72) + 0.31);
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 CustomPostProcess(Varyings input) : SV_Target
|
||||
@@ -55,9 +83,13 @@ Shader "Hidden/Shader/UTSTonemapping"
|
||||
// Note that if HDUtils.DrawFullScreen is not used to render the post process, you don't need to call ClampAndScaleUVForBilinearPostProcessTexture.
|
||||
float3 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex, s_linear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(input.texcoord.xy)).rgb;
|
||||
|
||||
#if 1
|
||||
float3 color = UTSToonmap(sourceColor);
|
||||
#else
|
||||
float whiteScale = 1.0 / UTSToonmap(5.3);
|
||||
float3 color = UTSToonmap(sourceColor * whiteScale);
|
||||
color *= whiteScale;
|
||||
#endif
|
||||
|
||||
return float4(color, 1);
|
||||
}
|
||||
|
||||
270
Runtime/UTSAPI.cs
Normal file
270
Runtime/UTSAPI.cs
Normal file
@@ -0,0 +1,270 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using static Misaki.HdrpToon.UTSPropertyName;
|
||||
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
internal enum RenderPriority
|
||||
{
|
||||
Opaque = RenderQueue.Geometry,
|
||||
OpaqueDecal = RenderQueue.Geometry + 225, // Opaque Decal mean Opaque that can receive decal
|
||||
OpaqueAlphaTest = RenderQueue.AlphaTest,
|
||||
OpaqueDecalAlphaTest = RenderQueue.AlphaTest + 25,
|
||||
// Warning: we must not change Geometry last value to stay compatible with occlusion
|
||||
OpaqueLast = RenderQueue.GeometryLast,
|
||||
|
||||
AfterPostprocessOpaque = RenderQueue.GeometryLast + 1,
|
||||
AfterPostprocessOpaqueAlphaTest = RenderQueue.GeometryLast + 10,
|
||||
|
||||
TransparentFirst = RenderQueue.Transparent - 100,
|
||||
Transparent = RenderQueue.Transparent,
|
||||
TransparentLast = RenderQueue.Transparent + 100,
|
||||
}
|
||||
|
||||
internal enum StencilUsage
|
||||
{
|
||||
Clear = 0,
|
||||
|
||||
// Note: first bit is free and can still be used by both phases.
|
||||
|
||||
// --- Following bits are used before transparent rendering ---
|
||||
IsUnlit = (1 << 0), // Unlit materials (shader and shader graph) except for the shadow matte
|
||||
RequiresDeferredLighting = (1 << 1),
|
||||
SubsurfaceScattering = (1 << 2), // SSS, Split Lighting
|
||||
TraceReflectionRay = (1 << 3), // SSR or RTR - slot is reuse in transparent
|
||||
Decals = (1 << 4), // Use to tag when an Opaque Decal is render into DBuffer
|
||||
ObjectMotionVector = (1 << 5), // Animated object (for motion blur, SSR, SSAO, TAA)
|
||||
|
||||
// --- Stencil is cleared after opaque rendering has finished ---
|
||||
|
||||
// --- Following bits are used exclusively for what happens after opaque ---
|
||||
WaterExclusion = (1 << 0), // Prevents water surface from being rendered.
|
||||
ExcludeFromTUAndAA = (1 << 1), // Disable Temporal Upscaling and Antialiasing for certain objects
|
||||
DistortionVectors = (1 << 2), // Distortion pass - reset after distortion pass, shared with SMAA
|
||||
SMAA = (1 << 2), // Subpixel Morphological Antialiasing
|
||||
// Reserved TraceReflectionRay = (1 << 3) for transparent SSR or RTR
|
||||
Refractive = (1 << 4), // Indicates there's a refractive object
|
||||
WaterSurface = (1 << 5), // Reserved for water surface usage (If update the value of 'STENCILUSAGE_WATER_SURFACE' in LensFlareCommon.hlsl)
|
||||
|
||||
// --- Following are user bits, we don't touch them inside HDRP and is up to the user to handle them ---
|
||||
UserBit0 = (1 << 6),
|
||||
UserBit1 = (1 << 7),
|
||||
|
||||
HDRPReservedBits = 255 & ~(UserBit0 | UserBit1),
|
||||
}
|
||||
|
||||
internal class UTSAPI
|
||||
{
|
||||
|
||||
public static void SetupPass(Material material)
|
||||
{
|
||||
var surfaceType = (SurfaceType)material.GetInteger(SurfaceOptions.SURFACE_TYPE);
|
||||
|
||||
var isTransparent = surfaceType == SurfaceType.Transparent;
|
||||
|
||||
material.SetShaderPassEnabled(UTSPassName.HAIR_SHADOW_CASTER_PASS_NAME, (MaterialType)material.GetInteger(SurfaceOptions.MATERIAL_TYPE) == MaterialType.FrontHair);
|
||||
material.SetShaderPassEnabled(UTSPassName.HAIR_BLENDING_TARGET_PASS_NAME, material.GetInteger(SurfaceOptions.HAIR_BLENDING_TARGET) == 1);
|
||||
|
||||
var depthWriteEnable = material.GetInteger(InternalProperties.TRANSPARENT_DEPTH_PREPASS_ENABLE) == 1;
|
||||
var ssrTransparent = material.GetInteger(SurfaceOptions.RECEIVES_SSR_TRANSPARENT) == 1;
|
||||
var backFaceEnable = material.GetInteger(SurfaceOptions.TRANSPARENT_BACKFACE_ENABLE) == 1;
|
||||
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, isTransparent && (depthWriteEnable || ssrTransparent));
|
||||
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPostpassStr, material.GetInteger(InternalProperties.TRANSPARENT_DEPTH_POSTPASS_ENABLE) == 1 && isTransparent);
|
||||
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceStr, backFaceEnable && isTransparent);
|
||||
}
|
||||
|
||||
public static void SetupKeywords(Material material)
|
||||
{
|
||||
var surfaceType = (SurfaceType)material.GetInteger(SurfaceOptions.SURFACE_TYPE);
|
||||
var cullMode = (CullMode)material.GetInteger(SurfaceOptions.CULL_MODE);
|
||||
var doubleSidedEnable = cullMode == CullMode.Off;
|
||||
|
||||
CoreUtils.SetKeyword(material, "_SURFACE_TYPE_TRANSPARENT", surfaceType == SurfaceType.Transparent);
|
||||
CoreUtils.SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
|
||||
CoreUtils.SetKeyword(material, "_DISABLE_SSR_TRANSPARENT", material.GetInteger(SurfaceOptions.RECEIVES_SSR_TRANSPARENT) == 0);
|
||||
}
|
||||
|
||||
static public void ComputeStencilProperties(bool receivesLighting, bool forwardOnly, bool receivesSSR, bool useSplitLighting, bool hasRefraction, bool excludeFromTUAndAA,
|
||||
out int stencilRef, out int stencilWriteMask, out int stencilRefDepth, out int stencilWriteMaskDepth, out int stencilRefGBuffer, out int stencilWriteMaskGBuffer, out int stencilRefMV, out int stencilWriteMaskMV)
|
||||
{
|
||||
// Stencil usage rules:
|
||||
// TraceReflectionRay need to be tagged during depth prepass
|
||||
// RequiresDeferredLighting need to be tagged during GBuffer
|
||||
// SubsurfaceScattering need to be tagged during either GBuffer or Forward pass
|
||||
// ObjectMotionVectors need to be tagged in velocity pass.
|
||||
// As motion vectors pass can be use as a replacement of depth prepass it also need to have TraceReflectionRay
|
||||
// As GBuffer pass can have no depth prepass, it also need to have TraceReflectionRay
|
||||
// Object motion vectors is always render after a full depth buffer (if there is no depth prepass for GBuffer all object motion vectors are render after GBuffer)
|
||||
// so we have a guarantee than when we write object motion vectors no other object will be draw on top (and so would have require to overwrite motion vectors).
|
||||
// Final combination is:
|
||||
// Prepass: TraceReflectionRay
|
||||
// Motion vectors: TraceReflectionRay, ObjectVelocity
|
||||
// GBuffer: LightingMask, ObjectVelocity
|
||||
// Forward: LightingMask
|
||||
|
||||
stencilRef = (int)StencilUsage.Clear; // Forward case
|
||||
stencilWriteMask = (int)StencilUsage.RequiresDeferredLighting | (int)StencilUsage.SubsurfaceScattering;
|
||||
stencilRefDepth = 0;
|
||||
stencilWriteMaskDepth = 0;
|
||||
stencilRefGBuffer = (int)StencilUsage.RequiresDeferredLighting;
|
||||
stencilWriteMaskGBuffer = (int)StencilUsage.RequiresDeferredLighting | (int)StencilUsage.SubsurfaceScattering;
|
||||
stencilRefMV = (int)StencilUsage.ObjectMotionVector;
|
||||
stencilWriteMaskMV = (int)StencilUsage.ObjectMotionVector;
|
||||
|
||||
// ForwardOnly materials with motion vectors are rendered after GBuffer, so we need to clear the deferred bit in the stencil
|
||||
if (forwardOnly)
|
||||
stencilWriteMaskMV |= (int)StencilUsage.RequiresDeferredLighting;
|
||||
|
||||
if (useSplitLighting)
|
||||
{
|
||||
stencilRefGBuffer |= (int)StencilUsage.SubsurfaceScattering;
|
||||
stencilRef |= (int)StencilUsage.SubsurfaceScattering;
|
||||
}
|
||||
|
||||
if (receivesSSR)
|
||||
{
|
||||
stencilRefDepth |= (int)StencilUsage.TraceReflectionRay;
|
||||
stencilRefGBuffer |= (int)StencilUsage.TraceReflectionRay;
|
||||
stencilRefMV |= (int)StencilUsage.TraceReflectionRay;
|
||||
}
|
||||
|
||||
stencilWriteMaskDepth |= (int)StencilUsage.TraceReflectionRay;
|
||||
stencilWriteMaskGBuffer |= (int)StencilUsage.TraceReflectionRay;
|
||||
stencilWriteMaskMV |= (int)StencilUsage.TraceReflectionRay;
|
||||
|
||||
if (hasRefraction)
|
||||
{
|
||||
stencilRefDepth |= (int)StencilUsage.Refractive;
|
||||
stencilWriteMaskDepth |= (int)StencilUsage.Refractive;
|
||||
}
|
||||
|
||||
if (!receivesLighting)
|
||||
{
|
||||
stencilRefDepth |= (int)StencilUsage.IsUnlit;
|
||||
stencilWriteMaskDepth |= (int)StencilUsage.IsUnlit;
|
||||
stencilRefMV |= (int)StencilUsage.IsUnlit;
|
||||
}
|
||||
|
||||
if (excludeFromTUAndAA)
|
||||
{
|
||||
stencilRefDepth |= (int)StencilUsage.ExcludeFromTUAndAA;
|
||||
stencilRef |= (int)StencilUsage.ExcludeFromTUAndAA;
|
||||
stencilWriteMask |= (int)StencilUsage.ExcludeFromTUAndAA;
|
||||
stencilWriteMaskDepth |= (int)StencilUsage.ExcludeFromTUAndAA;
|
||||
}
|
||||
|
||||
stencilWriteMaskDepth |= (int)StencilUsage.IsUnlit;
|
||||
stencilWriteMaskGBuffer |= (int)StencilUsage.IsUnlit;
|
||||
stencilWriteMaskMV |= (int)StencilUsage.IsUnlit;
|
||||
}
|
||||
|
||||
public static void SetupProperties(Material material)
|
||||
{
|
||||
var surfaceType = (SurfaceType)material.GetInteger(SurfaceOptions.SURFACE_TYPE);
|
||||
var cullMode = (CullMode)material.GetInteger(SurfaceOptions.CULL_MODE);
|
||||
|
||||
// Surface type
|
||||
var isTransparent = surfaceType == SurfaceType.Transparent;
|
||||
var isAlphaClip = material.GetInteger(SurfaceOptions.ALPHA_CLIP_ENABLE) == 1;
|
||||
|
||||
var renderQueue = isTransparent ? RenderPriority.Transparent : (isAlphaClip ? RenderPriority.OpaqueAlphaTest : RenderPriority.Opaque);
|
||||
material.SetInteger(InternalProperties.SURFACE_TYPE, isTransparent ? 1 : 0);
|
||||
material.renderQueue = (int)renderQueue;
|
||||
|
||||
// We only do clip for alpha clip in depth pre-pass once. Z test for GBuffer and forward pass need to set to equal to make sure alpha clip works correctly.
|
||||
if (isAlphaClip)
|
||||
{
|
||||
material.SetInteger(InternalProperties.ZTEST_GBUFFER, (int)CompareFunction.Equal);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.SetInteger(InternalProperties.ZTEST_GBUFFER, (int)CompareFunction.LessEqual);
|
||||
}
|
||||
|
||||
if (isTransparent)
|
||||
{
|
||||
material.SetInteger(InternalProperties.ZTEST_DEPTH_EQUAL_FOR_OPAQUE, material.GetInteger(InternalProperties.ZTEST_TRANSPARENT));
|
||||
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
// TODO: Z write for transparent.
|
||||
material.SetInteger(InternalProperties.ZWRITE, material.GetInteger(SurfaceOptions.TRANSPARENT_Z_WRITE));
|
||||
material.SetInteger(InternalProperties.DEST_BLEND2, (int)BlendMode.OneMinusSrcAlpha);
|
||||
|
||||
//TODO: Implement additive and pre-multiply mode.
|
||||
material.SetInteger(InternalProperties.SRC_BLEND, (int)BlendMode.One);
|
||||
material.SetInteger(InternalProperties.DEST_BLEND, (int)BlendMode.OneMinusSrcAlpha);
|
||||
material.SetInteger(InternalProperties.ALPHA_SRC_BLEND, (int)BlendMode.One);
|
||||
material.SetInteger(InternalProperties.ALPHA_DEST_BLEND, (int)BlendMode.OneMinusSrcAlpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.SetInteger(InternalProperties.ZTEST_DEPTH_EQUAL_FOR_OPAQUE, (int)CompareFunction.Equal);
|
||||
|
||||
material.SetOverrideTag("RenderType", isAlphaClip ? "TransparentCutout" : "");
|
||||
|
||||
material.SetInteger(InternalProperties.SRC_BLEND, (int)BlendMode.One);
|
||||
material.SetInteger(InternalProperties.DEST_BLEND, (int)BlendMode.Zero);
|
||||
material.SetInteger(InternalProperties.DEST_BLEND2, (int)BlendMode.Zero);
|
||||
// Caution: we need to setup One for src and Zero for Dst for all element as users could switch from transparent to Opaque and keep remaining value.
|
||||
// Unity will disable Blending based on these default value.
|
||||
// Note that for after postprocess we setup 0 in opacity inside the shaders, so we correctly end with 0 in opacity for the compositing pass
|
||||
material.SetInteger(InternalProperties.ALPHA_SRC_BLEND, (int)BlendMode.One);
|
||||
material.SetInteger(InternalProperties.ALPHA_DEST_BLEND, (int)BlendMode.Zero);
|
||||
material.SetInteger(InternalProperties.ZWRITE, 1);
|
||||
}
|
||||
|
||||
// Double sided
|
||||
var isBackFaceEnable = material.GetInteger(InternalProperties.TRANSPARENT_BACKFACE_ENABLE) == 1 && surfaceType == SurfaceType.Transparent;
|
||||
var doubleSidedEnable = cullMode == CullMode.Off;
|
||||
|
||||
if (doubleSidedEnable)
|
||||
{
|
||||
var doubleSidedNormalMode = (DoubleSidedMode)material.GetInteger(SurfaceOptions.DOUBLE_SIDED_NORMAL_MODE);
|
||||
switch (doubleSidedNormalMode)
|
||||
{
|
||||
case DoubleSidedMode.None:
|
||||
material.SetVector(InternalProperties.DOUBLE_SIDED_CONSTANTS, new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
|
||||
break;
|
||||
|
||||
case DoubleSidedMode.Mirror:
|
||||
material.SetVector(InternalProperties.DOUBLE_SIDED_CONSTANTS, new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
|
||||
break;
|
||||
|
||||
case DoubleSidedMode.Flip:
|
||||
material.SetVector(InternalProperties.DOUBLE_SIDED_CONSTANTS, new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isBackFaceEnable)
|
||||
{
|
||||
material.SetInteger(InternalProperties.CULL_MODE_FORWARD, (int)CullMode.Back);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.SetInteger(InternalProperties.CULL_MODE_FORWARD, (int)(doubleSidedEnable ? CullMode.Off : cullMode));
|
||||
}
|
||||
|
||||
// Stencil
|
||||
ComputeStencilProperties(true, true, true, false, false, false,
|
||||
out var stencilRef, out var stencilWriteMask, out var stencilRefDepth, out var stencilWriteMaskDepth,
|
||||
out var stencilRefGBuffer, out var stencilWriteMaskGBuffer, out var stencilRefMV, out var stencilWriteMaskMV);
|
||||
|
||||
material.SetInteger(InternalProperties.STENCIL_REF, stencilRef);
|
||||
material.SetInteger(InternalProperties.STENCIL_WRITE_MASK, stencilWriteMask);
|
||||
|
||||
material.SetInteger(InternalProperties.STENCIL_REF_DEPTH, stencilRefDepth);
|
||||
material.SetInteger(InternalProperties.STENCIL_WRITE_MASK_DEPTH, stencilWriteMaskDepth);
|
||||
|
||||
material.SetInteger(InternalProperties.STENCIL_REF_G_BUFFER, stencilRefGBuffer);
|
||||
material.SetInteger(InternalProperties.STENCIL_WRITE_MASK_G_BUFFER, stencilWriteMaskGBuffer);
|
||||
|
||||
material.SetInteger(InternalProperties.STENCIL_REF_DISTORTION_VEC, (int)StencilUsage.DistortionVectors);
|
||||
material.SetInteger(InternalProperties.STENCIL_WRITE_MASK_DISTORTION_VEC, (int)StencilUsage.DistortionVectors);
|
||||
|
||||
material.SetInteger(InternalProperties.STENCIL_REF_MV, stencilRefMV);
|
||||
material.SetInteger(InternalProperties.STENCIL_WRITE_MASK_MV, stencilWriteMaskMV);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Runtime/UTSAPI.cs.meta
Normal file
2
Runtime/UTSAPI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 83d6adf7383074c4594ff9eb19d44286
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "com.misaki.hdrp-toon",
|
||||
"version": "3.0.1-pre",
|
||||
"version": "3.0.2",
|
||||
"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",
|
||||
@@ -21,6 +21,6 @@
|
||||
},
|
||||
"dependencies": {
|
||||
"com.unity.render-pipelines.high-definition": "17.0.0",
|
||||
"com.misaki.shader-gui": "1.1.4"
|
||||
"com.misaki.shader-gui": "1.1.5"
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user