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5 Commits
410af63578
...
3.0.1-pre
| Author | SHA1 | Date | |
|---|---|---|---|
| 35dc7b15a6 | |||
| d19322b768 | |||
| 961db806e9 | |||
| 10331b93ff | |||
| abdf6196ed |
@@ -26,6 +26,16 @@ namespace Misaki.HdrpToon.Editor
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return (PBRMode)material.GetInteger(SurfaceOptions.PBR_MODE);
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return (PBRMode)material.GetInteger(SurfaceOptions.PBR_MODE);
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}
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}
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public static MaterialType GetMaterialType(this Material material)
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{
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if (!material.HasProperty(SurfaceOptions.MATERIAL_TYPE))
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{
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return MaterialType.Standard;
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}
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return (MaterialType)material.GetInteger(SurfaceOptions.MATERIAL_TYPE);
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}
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public static bool HasFeature(this Material material, SurfaceFeature feature)
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public static bool HasFeature(this Material material, SurfaceFeature feature)
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{
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{
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if (!material.HasProperty(SurfaceOptions.SURFACE_FEATURE))
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if (!material.HasProperty(SurfaceOptions.SURFACE_FEATURE))
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@@ -36,5 +46,10 @@ namespace Misaki.HdrpToon.Editor
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var value = (SurfaceFeature)material.GetInteger(SurfaceOptions.SURFACE_FEATURE);
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var value = (SurfaceFeature)material.GetInteger(SurfaceOptions.SURFACE_FEATURE);
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return (value & feature) != 0;
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return (value & feature) != 0;
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}
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}
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public static bool IsHairBlendingTarget(this Material material)
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{
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return material.GetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME);
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}
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}
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}
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}
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}
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@@ -11,10 +11,10 @@ namespace Misaki.HdrpToon.Editor
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Highlight = 1 << 6,
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Highlight = 1 << 6,
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Rimlight = 1 << 7,
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Rimlight = 1 << 7,
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MatCap = 1 << 8,
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MatCap = 1 << 8,
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AngelRing = 1 << 9,
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Stocking = 1 << 9,
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Emission = 1 << 10,
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AngelRing = 1 << 10,
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Outline = 1 << 11,
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Emission = 1 << 11,
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TessellationLegacy = 1 << 12,
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Outline = 1 << 12,
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TessellationHDRP = 1 << 13,
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TessellationHDRP = 1 << 13,
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SceneLight = 1 << 14,
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SceneLight = 1 << 14,
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EnvironmentalLightEffectiveness = 1 << 15,
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EnvironmentalLightEffectiveness = 1 << 15,
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@@ -10,6 +10,8 @@ namespace Misaki.HdrpToon.Editor
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{
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{
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private static class Properties
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private static class Properties
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{
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{
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public static MaterialProperty diffuseMin;
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public static MaterialProperty lightIntensityMultiplier;
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public static MaterialProperty lightIntensityMultiplier;
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public static MaterialProperty clampLightColor;
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public static MaterialProperty clampLightColor;
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@@ -18,6 +20,8 @@ namespace Misaki.HdrpToon.Editor
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private static class Styles
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private static class Styles
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{
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{
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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.");
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public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light.");
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public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light.");
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public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color.");
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public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color.");
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@@ -30,6 +34,8 @@ namespace Misaki.HdrpToon.Editor
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public override void LoadMaterialProperties()
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public override void LoadMaterialProperties()
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{
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{
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Properties.diffuseMin = FindProperty(MINIMAL_DIFFUSE_CONTRIBUTION);
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Properties.lightIntensityMultiplier = FindProperty(LIGHT_INTENSITY_MULTIPLIER);
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Properties.lightIntensityMultiplier = FindProperty(LIGHT_INTENSITY_MULTIPLIER);
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Properties.clampLightColor = FindProperty(CLAMP_LIGHT_COLOR);
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Properties.clampLightColor = FindProperty(CLAMP_LIGHT_COLOR);
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@@ -38,6 +44,8 @@ namespace Misaki.HdrpToon.Editor
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protected override void DrawContent()
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protected override void DrawContent()
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{
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{
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editor.ShaderProperty(Properties.diffuseMin, Styles.diffuseMinText);
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editor.ShaderProperty(Properties.lightIntensityMultiplier, Styles.lightIntensityMultiplierText);
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editor.ShaderProperty(Properties.lightIntensityMultiplier, Styles.lightIntensityMultiplierText);
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editor.ShaderProperty(Properties.clampLightColor, Styles.clampLightColorText);
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editor.ShaderProperty(Properties.clampLightColor, Styles.clampLightColorText);
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@@ -17,6 +17,10 @@ namespace Misaki.HdrpToon.Editor
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public static MaterialProperty indirectDiffuseMatCapMap;
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public static MaterialProperty indirectDiffuseMatCapMap;
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public static MaterialProperty indirectDiffuseMatCapLod;
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public static MaterialProperty indirectDiffuseMatCapLod;
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public static MaterialProperty indirectDiffuseRampMap;
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public static MaterialProperty indirectDiffuseRampIndex;
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public static MaterialProperty indirectDiffuseRampPosition;
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public static MaterialProperty indirectDiffuseIntensity;
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public static MaterialProperty indirectDiffuseIntensity;
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public static MaterialProperty ssaoWeight;
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public static MaterialProperty ssaoWeight;
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public static MaterialProperty ssgiWeight;
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public static MaterialProperty ssgiWeight;
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@@ -35,6 +39,9 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent indirectDiffuseMatCapMapText = new("MatCap Map", "The material capture map for indirect diffuse evaluation, with the additional setting for controlling the LOD offset when sampling the indirect diffuse material capture map.");
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public static readonly GUIContent indirectDiffuseMatCapMapText = new("MatCap Map", "The material capture map for indirect diffuse evaluation, with the additional setting for controlling the LOD offset when sampling the indirect diffuse material capture map.");
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public static readonly GUIContent indirectDiffuseRampMapText = new("Ramp Map", "The ramp map for indirect diffuse evaluation, with the additional setting for controlling the sampling index of the ramp map.");
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public static readonly GUIContent indirectDiffuseRampPositionText = new("Ramp Position", "The ramp position for indirect diffuse evaluation.");
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public static readonly GUIContent indirectDiffuseIntensityText = new("Intensity", "The indirect diffuse color is added to the material color according to the intensity value.");
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public static readonly GUIContent indirectDiffuseIntensityText = new("Intensity", "The indirect diffuse color is added to the material color according to the intensity value.");
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public static readonly GUIContent ssaoWeightText = new("SSAO Weight", "The weight of SSAO.");
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public static readonly GUIContent ssaoWeightText = new("SSAO Weight", "The weight of SSAO.");
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public static readonly GUIContent ssgiWeightText = new("SSGI Weight", "The weight of SSGI.");
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public static readonly GUIContent ssgiWeightText = new("SSGI Weight", "The weight of SSGI.");
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@@ -53,6 +60,10 @@ namespace Misaki.HdrpToon.Editor
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Properties.indirectDiffuseMatCapMap = FindProperty("_IndirectDiffuseMatCapMap");
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Properties.indirectDiffuseMatCapMap = FindProperty("_IndirectDiffuseMatCapMap");
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Properties.indirectDiffuseMatCapLod = FindProperty("_IndirectDiffuseMatCapLod");
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Properties.indirectDiffuseMatCapLod = FindProperty("_IndirectDiffuseMatCapLod");
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Properties.indirectDiffuseRampMap = FindProperty("_IndirectDiffuseRampMap");
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Properties.indirectDiffuseRampIndex = FindProperty("_IndirectDiffuseRampIndex");
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Properties.indirectDiffuseRampPosition = FindProperty("_IndirectDiffuseRampPosition");
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Properties.indirectDiffuseIntensity = FindProperty("_IndirectDiffuseIntensity");
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Properties.indirectDiffuseIntensity = FindProperty("_IndirectDiffuseIntensity");
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Properties.ssaoWeight = FindProperty("_SSAOWeight");
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Properties.ssaoWeight = FindProperty("_SSAOWeight");
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Properties.ssgiWeight = FindProperty("_SSGIWeight");
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Properties.ssgiWeight = FindProperty("_SSGIWeight");
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@@ -64,6 +75,36 @@ namespace Misaki.HdrpToon.Editor
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Properties.ssrWeight = FindProperty("_SSRWeight");
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Properties.ssrWeight = FindProperty("_SSRWeight");
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}
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}
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private static void DrawIndirectDiffuseHeader()
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{
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EditorGUILayout.Space();
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using var indentLevelScope = new EditorGUI.IndentLevelScope(-1);
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EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
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}
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private void DrawIndirectDiffuseProperties()
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{
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EditorGUILayout.Space();
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editor.ShaderProperty(Properties.indirectDiffuseIntensity, Styles.indirectDiffuseIntensityText);
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editor.ShaderProperty(Properties.ssaoWeight, Styles.ssaoWeightText);
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}
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private void DrawIndirectSpecularProperties()
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{
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EditorGUILayout.Space();
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editor.ShaderProperty(Properties.indirectReflectionIntensity, Styles.indirectReflectionIntensityText);
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editor.ShaderProperty(Properties.ssrWeight, Styles.ssrWeightText);
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}
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private static void DrawIndirectSpecularHeader()
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{
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EditorGUILayout.Space();
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using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
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}
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}
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protected override void DrawContent()
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protected override void DrawContent()
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{
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{
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editor.ShaderProperty(Properties.indirectDiffuseMode, Styles.indirectDiffuseModeText);
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editor.ShaderProperty(Properties.indirectDiffuseMode, Styles.indirectDiffuseModeText);
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@@ -74,41 +115,43 @@ namespace Misaki.HdrpToon.Editor
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if (indirectDiffuseMode != IndirectDiffuseMode.Off)
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if (indirectDiffuseMode != IndirectDiffuseMode.Off)
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{
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{
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EditorGUILayout.Space();
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DrawIndirectDiffuseHeader();
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using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
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}
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if (indirectDiffuseMode == IndirectDiffuseMode.Matcap)
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switch (indirectDiffuseMode)
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{
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editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
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}
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editor.ShaderProperty(Properties.indirectDiffuseIntensity, Styles.indirectDiffuseIntensityText);
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editor.ShaderProperty(Properties.ssaoWeight, Styles.ssaoWeightText);
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if (indirectDiffuseMode == IndirectDiffuseMode.IBL)
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{
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{
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case IndirectDiffuseMode.IBL:
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editor.ShaderProperty(Properties.ssgiWeight, Styles.ssgiWeightText);
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editor.ShaderProperty(Properties.ssgiWeight, Styles.ssgiWeightText);
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}
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break;
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case IndirectDiffuseMode.Matcap:
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editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
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break;
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case IndirectDiffuseMode.Ramp:
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editor.TexturePropertySingleLine(Styles.indirectDiffuseRampMapText, Properties.indirectDiffuseRampMap, Properties.indirectDiffuseRampIndex);
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editor.ShaderProperty(Properties.indirectDiffuseRampPosition, Styles.indirectDiffuseRampPositionText);
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break;
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default:
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break;
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}
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}
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if (indirectSpecularMode != (int)IndirectSpecularMode.Off)
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DrawIndirectDiffuseProperties();
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{
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EditorGUILayout.Space();
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using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
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}
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}
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if (indirectSpecularMode == IndirectSpecularMode.Matcap)
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if (indirectSpecularMode != IndirectSpecularMode.Off)
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{
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{
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DrawIndirectSpecularHeader();
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switch (indirectSpecularMode)
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{
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case IndirectSpecularMode.IBL:
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break;
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case IndirectSpecularMode.Matcap:
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editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod);
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editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod);
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break;
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default:
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break;
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}
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}
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editor.ShaderProperty(Properties.indirectReflectionIntensity, Styles.indirectReflectionIntensityText);
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DrawIndirectSpecularProperties();
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editor.ShaderProperty(Properties.ssrWeight, Styles.ssrWeightText);
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}
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}
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}
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}
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}
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}
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@@ -14,6 +14,7 @@ namespace Misaki.HdrpToon.Editor
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public static MaterialProperty rimLightColor;
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public static MaterialProperty rimLightColor;
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public static MaterialProperty rimLightIntensity;
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public static MaterialProperty rimLightIntensity;
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public static MaterialProperty albedoAffectRimLight;
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public static MaterialProperty screenSpaceRimLight;
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public static MaterialProperty screenSpaceRimLight;
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public static MaterialProperty rimLightLevel;
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public static MaterialProperty rimLightLevel;
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public static MaterialProperty rimLightClipping;
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public static MaterialProperty rimLightClipping;
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@@ -28,6 +29,7 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent rimLightColorText = new("Rim Light Color", "Specifies the color of rim light.");
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public static readonly GUIContent rimLightColorText = new("Rim Light Color", "Specifies the color of rim light.");
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public static readonly GUIContent rimLightIntensityText = new("Rim Light Strength", "Specifies Rim Light strength.");
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public static readonly GUIContent rimLightIntensityText = new("Rim Light Strength", "Specifies Rim Light strength.");
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public static readonly GUIContent albedoAffectRimLightText = new("Albedo Affect Rim Light", "Enable to let the albedo color affect the rim light color. The alpha channel of rim light color will be the blending weight.");
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public static readonly GUIContent screenSpaceRimLightText = new("Screen Space Rim Light", "Enable to make the rim light width constant in screen space.");
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public static readonly GUIContent screenSpaceRimLightText = new("Screen Space Rim Light", "Enable to make the rim light width constant in screen space.");
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public static readonly GUIContent rimLightLevelText = new("Rim Light Level", "Specifies Rim Light power intensity.");
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public static readonly GUIContent rimLightLevelText = new("Rim Light Level", "Specifies Rim Light power intensity.");
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public static readonly GUIContent rimLightClippingText = new("Rim Light Clipping", "Enable to Clip the rim light at specific level");
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public static readonly GUIContent rimLightClippingText = new("Rim Light Clipping", "Enable to Clip the rim light at specific level");
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@@ -46,6 +48,7 @@ namespace Misaki.HdrpToon.Editor
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Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
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Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
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Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
|
Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
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|
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Properties.albedoAffectRimLight = FindProperty(ALBEDO_AFFECT_RIM_LIGHT);
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Properties.screenSpaceRimLight = FindProperty(SCREEN_SPACE_RIM_LIGHT);
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Properties.screenSpaceRimLight = FindProperty(SCREEN_SPACE_RIM_LIGHT);
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Properties.rimLightLevel = FindProperty(RIM_LIGHT_LEVEL);
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Properties.rimLightLevel = FindProperty(RIM_LIGHT_LEVEL);
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Properties.rimLightClipping = FindProperty(RIM_LIGHT_CLIPPING);
|
Properties.rimLightClipping = FindProperty(RIM_LIGHT_CLIPPING);
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@@ -60,6 +63,7 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
editor.ShaderProperty(Properties.rimLightColor, Styles.rimLightColorText);
|
editor.ShaderProperty(Properties.rimLightColor, Styles.rimLightColorText);
|
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editor.ShaderProperty(Properties.rimLightIntensity, Styles.rimLightIntensityText);
|
editor.ShaderProperty(Properties.rimLightIntensity, Styles.rimLightIntensityText);
|
||||||
|
|
||||||
|
editor.ShaderProperty(Properties.albedoAffectRimLight, Styles.albedoAffectRimLightText);
|
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editor.ShaderProperty(Properties.screenSpaceRimLight, Styles.screenSpaceRimLightText);
|
editor.ShaderProperty(Properties.screenSpaceRimLight, Styles.screenSpaceRimLightText);
|
||||||
editor.ShaderProperty(Properties.rimLightLevel, Styles.rimLightLevelText);
|
editor.ShaderProperty(Properties.rimLightLevel, Styles.rimLightLevelText);
|
||||||
|
|
||||||
|
|||||||
@@ -34,6 +34,8 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
public static MaterialProperty sdfShadowLevel;
|
public static MaterialProperty sdfShadowLevel;
|
||||||
public static MaterialProperty sdfSmoothLevel;
|
public static MaterialProperty sdfSmoothLevel;
|
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public static MaterialProperty sdfHighlightStrength;
|
public static MaterialProperty sdfHighlightStrength;
|
||||||
|
|
||||||
|
public static MaterialProperty hairBlendingFactor;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static class Styles
|
private static class Styles
|
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@@ -59,6 +61,8 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
public static readonly GUIContent shadingRampMaskMapText = new("Shading Ramp Mask Map", "A texture that contains the mask for the shading ramp map.");
|
public static readonly GUIContent shadingRampMaskMapText = new("Shading Ramp Mask Map", "A texture that contains the mask for the shading ramp map.");
|
||||||
|
|
||||||
public static readonly GUIContent sdfHighlightStrengthText = new("SDF Highlight Strength", "Control the strength of the highlight in the SDF shading map.");
|
public static readonly GUIContent sdfHighlightStrengthText = new("SDF Highlight Strength", "Control the strength of the highlight in the SDF shading map.");
|
||||||
|
|
||||||
|
public static readonly GUIContent hairBlendingFactorText = new("Hair Blending Factor", "The blending factor for hair shading.");
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.ShadingColor;
|
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.ShadingColor;
|
||||||
@@ -108,6 +112,8 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
Properties.sdfShadowLevel = FindProperty("_SDFShadowLevel");
|
Properties.sdfShadowLevel = FindProperty("_SDFShadowLevel");
|
||||||
Properties.sdfSmoothLevel = FindProperty("_SDFShadowSmoothLevel");
|
Properties.sdfSmoothLevel = FindProperty("_SDFShadowSmoothLevel");
|
||||||
Properties.sdfHighlightStrength = FindProperty("_SDFHighlightStrength");
|
Properties.sdfHighlightStrength = FindProperty("_SDFHighlightStrength");
|
||||||
|
|
||||||
|
Properties.hairBlendingFactor = FindProperty("_HairBlendingFactor");
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void DrawContent()
|
protected override void DrawContent()
|
||||||
@@ -144,6 +150,12 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
editor.ShaderProperty(Properties.sdfHighlightStrength, Styles.sdfHighlightStrengthText);
|
editor.ShaderProperty(Properties.sdfHighlightStrength, Styles.sdfHighlightStrengthText);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (materials.All(material => material.GetMaterialType() == MaterialType.FrontHair))
|
||||||
|
{
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
editor.ShaderProperty(Properties.hairBlendingFactor, Styles.hairBlendingFactorText);
|
||||||
|
}
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
editor.TextureScaleOffsetProperty(Properties.baseColorMap);
|
editor.TextureScaleOffsetProperty(Properties.baseColorMap);
|
||||||
}
|
}
|
||||||
|
|||||||
22
Editor/MeterialEditor/UIScopes/StockingScope.cs
Normal file
22
Editor/MeterialEditor/UIScopes/StockingScope.cs
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
using Misaki.ShaderGUI;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Misaki.HdrpToon.Editor
|
||||||
|
{
|
||||||
|
public class StockingScope : MaterialUIScope<ShaderGUIExpandable>
|
||||||
|
{
|
||||||
|
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Stocking;
|
||||||
|
|
||||||
|
protected override GUIContent Header => throw new System.NotImplementedException();
|
||||||
|
|
||||||
|
public override void LoadMaterialProperties()
|
||||||
|
{
|
||||||
|
throw new System.NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void DrawContent()
|
||||||
|
{
|
||||||
|
throw new System.NotImplementedException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Editor/MeterialEditor/UIScopes/StockingScope.cs.meta
Normal file
2
Editor/MeterialEditor/UIScopes/StockingScope.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9e91add2c76ce49448b768421496d94d
|
||||||
@@ -12,28 +12,30 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
{
|
{
|
||||||
private static class Properties
|
private static class Properties
|
||||||
{
|
{
|
||||||
public static MaterialProperty NormalMap;
|
public static MaterialProperty normalMap;
|
||||||
public static MaterialProperty NormalMapScale;
|
public static MaterialProperty normalMapScale;
|
||||||
|
|
||||||
public static MaterialProperty MaskMap;
|
public static MaterialProperty maskMap;
|
||||||
public static MaterialProperty Metallic;
|
public static MaterialProperty metallic;
|
||||||
public static MaterialProperty MetallicRemapMin;
|
public static MaterialProperty metallicRemapMin;
|
||||||
public static MaterialProperty MetallicRemapMax;
|
public static MaterialProperty metallicRemapMax;
|
||||||
public static MaterialProperty AORemapMin;
|
public static MaterialProperty aoRemapMin;
|
||||||
public static MaterialProperty AORemapMax;
|
public static MaterialProperty aoRemapMax;
|
||||||
public static MaterialProperty Smoothness;
|
public static MaterialProperty smoothness;
|
||||||
public static MaterialProperty SmoothnessRemapMin;
|
public static MaterialProperty smoothnessRemapMin;
|
||||||
public static MaterialProperty SmoothnessRemapMax;
|
public static MaterialProperty smoothnessRemapMax;
|
||||||
|
|
||||||
public static MaterialProperty AnisotropyMap;
|
public static MaterialProperty anisotropyMap;
|
||||||
public static MaterialProperty Anisotropy;
|
public static MaterialProperty anisotropy;
|
||||||
public static MaterialProperty KKColor;
|
public static MaterialProperty kkColor;
|
||||||
public static MaterialProperty BSDFContribution;
|
public static MaterialProperty bsdfContribution;
|
||||||
|
|
||||||
public static MaterialProperty SpecularColorMap;
|
public static MaterialProperty specularColorMap;
|
||||||
public static MaterialProperty SpecularColor;
|
public static MaterialProperty specularColor;
|
||||||
public static MaterialProperty SpecularFeather;
|
public static MaterialProperty specularFeather;
|
||||||
public static MaterialProperty SpecularStep;
|
public static MaterialProperty specularStep;
|
||||||
|
|
||||||
|
public static MaterialProperty hairBlendingMap;
|
||||||
|
|
||||||
public static MaterialProperty emissiveColorLDR;
|
public static MaterialProperty emissiveColorLDR;
|
||||||
public static MaterialProperty emissiveColorMap;
|
public static MaterialProperty emissiveColorMap;
|
||||||
@@ -45,21 +47,23 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
|
|
||||||
private static class Styles
|
private static class Styles
|
||||||
{
|
{
|
||||||
public static readonly GUIContent NormalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
|
public static readonly GUIContent normalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
|
||||||
public static readonly GUIContent MaskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
|
public static readonly GUIContent maskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
|
||||||
public static readonly GUIContent MetallicText = new("Metallic", "Specifies the metallic value of the material.");
|
public static readonly GUIContent metallicText = new("Metallic", "Specifies the metallic value of the material.");
|
||||||
public static readonly GUIContent MetallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
|
public static readonly GUIContent metallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
|
||||||
public static readonly GUIContent AORemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
|
public static readonly GUIContent aoRemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
|
||||||
public static readonly GUIContent SmoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
|
public static readonly GUIContent smoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
|
||||||
public static readonly GUIContent SmoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
|
public static readonly GUIContent smoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
|
||||||
|
|
||||||
public static readonly GUIContent AnisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
|
public static readonly GUIContent anisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
|
||||||
|
|
||||||
public static readonly GUIContent KKColorText = new("KK specular Color", "Specifies the color of KK specular.");
|
public static readonly GUIContent kkColorText = new("KK specular Color", "Specifies the color of KK specular.");
|
||||||
public static readonly GUIContent BSDFContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
|
public static readonly GUIContent bsdfContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
|
||||||
|
|
||||||
public static readonly GUIContent SpecularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
|
public static readonly GUIContent specularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
|
||||||
public static readonly GUIContent SpecRemap = new("Specular Remap", "Feather and step value of Toon Specular");
|
public static readonly GUIContent specRemap = new("Specular Remap", "Feather and step value of Toon Specular");
|
||||||
|
|
||||||
|
public static readonly GUIContent hairBlenderMapText = new("Hair Blending Map", "Specifies the hair blending map of the material.");
|
||||||
|
|
||||||
public static readonly GUIContent emissiveColorText = new("Emissive Color", "The color and color map to set for emissive effect.");
|
public static readonly GUIContent emissiveColorText = new("Emissive Color", "The color and color map to set for emissive effect.");
|
||||||
public static readonly GUIContent albedoAffectEmissiveText = new("Albedo Affect Emissive", "Enable to affect emissive color with base color");
|
public static readonly GUIContent albedoAffectEmissiveText = new("Albedo Affect Emissive", "Enable to affect emissive color with base color");
|
||||||
@@ -73,28 +77,30 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
|
|
||||||
public override void LoadMaterialProperties()
|
public override void LoadMaterialProperties()
|
||||||
{
|
{
|
||||||
Properties.NormalMap = FindProperty("_NormalMap");
|
Properties.normalMap = FindProperty("_NormalMap");
|
||||||
Properties.NormalMapScale = FindProperty("_NormalScale");
|
Properties.normalMapScale = FindProperty("_NormalScale");
|
||||||
|
|
||||||
Properties.MaskMap = FindProperty("_MaskMap");
|
Properties.maskMap = FindProperty("_MaskMap");
|
||||||
Properties.Metallic = FindProperty("_Metallic");
|
Properties.metallic = FindProperty("_Metallic");
|
||||||
Properties.MetallicRemapMin = FindProperty("_MetallicRemapMin");
|
Properties.metallicRemapMin = FindProperty("_MetallicRemapMin");
|
||||||
Properties.MetallicRemapMax = FindProperty("_MetallicRemapMax");
|
Properties.metallicRemapMax = FindProperty("_MetallicRemapMax");
|
||||||
Properties.AORemapMin = FindProperty("_AORemapMin");
|
Properties.aoRemapMin = FindProperty("_AORemapMin");
|
||||||
Properties.AORemapMax = FindProperty("_AORemapMax");
|
Properties.aoRemapMax = FindProperty("_AORemapMax");
|
||||||
Properties.SmoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
|
Properties.smoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
|
||||||
Properties.SmoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
|
Properties.smoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
|
||||||
Properties.Smoothness = FindProperty("_Smoothness");
|
Properties.smoothness = FindProperty("_Smoothness");
|
||||||
|
|
||||||
Properties.AnisotropyMap = FindProperty("_AnisotropyMap");
|
Properties.anisotropyMap = FindProperty("_AnisotropyMap");
|
||||||
Properties.Anisotropy = FindProperty("_Anisotropy");
|
Properties.anisotropy = FindProperty("_Anisotropy");
|
||||||
Properties.KKColor = FindProperty("_KKColor");
|
Properties.kkColor = FindProperty("_KKColor");
|
||||||
Properties.BSDFContribution = FindProperty("_BSDFContribution");
|
Properties.bsdfContribution = FindProperty("_BSDFContribution");
|
||||||
|
|
||||||
Properties.SpecularColorMap = FindProperty("_SpecularColorMap");
|
Properties.specularColorMap = FindProperty("_SpecularColorMap");
|
||||||
Properties.SpecularColor = FindProperty("_SpecularColor");
|
Properties.specularColor = FindProperty("_SpecularColor");
|
||||||
Properties.SpecularFeather = FindProperty("_ToonSpecularFeather");
|
Properties.specularFeather = FindProperty("_ToonSpecularFeather");
|
||||||
Properties.SpecularStep = FindProperty("_ToonSpecularStep");
|
Properties.specularStep = FindProperty("_ToonSpecularStep");
|
||||||
|
|
||||||
|
Properties.hairBlendingMap = FindProperty("_HairBlendingMap");
|
||||||
|
|
||||||
Properties.emissiveColorLDR = FindProperty(EMISSIVE_COLOR_LDR);
|
Properties.emissiveColorLDR = FindProperty(EMISSIVE_COLOR_LDR);
|
||||||
Properties.emissiveColorMap = FindProperty(EMISSIVE_COLOR_MAP);
|
Properties.emissiveColorMap = FindProperty(EMISSIVE_COLOR_MAP);
|
||||||
@@ -106,46 +112,55 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
|
|
||||||
protected override void DrawContent()
|
protected override void DrawContent()
|
||||||
{
|
{
|
||||||
editor.KeywordTexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
|
editor.KeywordTexturePropertySingleLine(Styles.normalMapText, Properties.normalMap, Properties.normalMapScale);
|
||||||
|
|
||||||
if (materials.All(mat => mat.GetPBRMode() != PBRMode.Off))
|
if (materials.All(mat => mat.GetPBRMode() != PBRMode.Off))
|
||||||
{
|
{
|
||||||
if (editor.KeywordTexturePropertySingleLine(Styles.MaskMapText, Properties.MaskMap))
|
if (editor.KeywordTexturePropertySingleLine(Styles.maskMapText, Properties.maskMap))
|
||||||
{
|
{
|
||||||
editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
|
editor.MinMaxShaderProperty(Properties.metallicRemapMin, Properties.metallicRemapMax, 0, 1, Styles.metallicRemap);
|
||||||
editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
|
editor.MinMaxShaderProperty(Properties.aoRemapMin, Properties.aoRemapMax, 0, 1, Styles.aoRemap);
|
||||||
editor.MinMaxShaderProperty(Properties.SmoothnessRemapMin, Properties.SmoothnessRemapMax, 0, 1, Styles.SmoothnessRemapText);
|
editor.MinMaxShaderProperty(Properties.smoothnessRemapMin, Properties.smoothnessRemapMax, 0, 1, Styles.smoothnessRemapText);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (materials.All(mat => mat.GetPBRMode() != PBRMode.KKHair))
|
if (materials.All(mat =>
|
||||||
{
|
{
|
||||||
editor.ShaderProperty(Properties.Metallic, Styles.MetallicText);
|
var pbrMode = mat.GetPBRMode();
|
||||||
|
return pbrMode != PBRMode.Hair && pbrMode != PBRMode.Toon;
|
||||||
|
}))
|
||||||
|
{
|
||||||
|
editor.ShaderProperty(Properties.metallic, Styles.metallicText);
|
||||||
}
|
}
|
||||||
|
|
||||||
editor.ShaderProperty(Properties.Smoothness, Styles.SmoothnessText);
|
editor.ShaderProperty(Properties.smoothness, Styles.smoothnessText);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
|
if (materials.All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.Hair))
|
||||||
{
|
{
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
editor.KeywordTexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap, Properties.Anisotropy);
|
editor.KeywordTexturePropertySingleLine(Styles.anisotropyMapText, Properties.anisotropyMap, Properties.anisotropy);
|
||||||
if (materials.All(mat => mat.GetPBRMode() == PBRMode.KKHair))
|
if (materials.All(mat => mat.GetPBRMode() == PBRMode.Hair))
|
||||||
{
|
{
|
||||||
editor.ShaderProperty(Properties.KKColor, Styles.KKColorText);
|
editor.ShaderProperty(Properties.kkColor, Styles.kkColorText);
|
||||||
editor.ShaderProperty(Properties.BSDFContribution, Styles.BSDFContributionText);
|
editor.ShaderProperty(Properties.bsdfContribution, Styles.bsdfContributionText);
|
||||||
}
|
}
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
EditorGUILayout.LabelField("Anisotropy Map only ST");
|
EditorGUILayout.LabelField("Anisotropy Map only ST");
|
||||||
editor.TextureScaleOffsetProperty(Properties.AnisotropyMap);
|
editor.TextureScaleOffsetProperty(Properties.anisotropyMap);
|
||||||
}
|
}
|
||||||
else if (materials.All(mat => mat.GetPBRMode() == PBRMode.Toon))
|
else if (materials.All(mat => mat.GetPBRMode() == PBRMode.Toon))
|
||||||
{
|
{
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
|
editor.KeywordTexturePropertySingleLine(Styles.specularColorMapText, Properties.specularColorMap, Properties.specularColor);
|
||||||
editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
|
editor.MinMaxShaderProperty(Properties.specularFeather, Properties.specularStep, 0, 1, Styles.specRemap);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (materials.All(mat => mat.IsHairBlendingTarget()))
|
||||||
|
{
|
||||||
|
editor.TexturePropertySingleLine(Styles.hairBlenderMapText, Properties.hairBlendingMap);
|
||||||
}
|
}
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
|
|||||||
@@ -63,7 +63,7 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
editor.ShaderProperty(Properties.transparentMode, Styles.transparentModeText);
|
editor.ShaderProperty(Properties.transparentMode, Styles.transparentModeText);
|
||||||
|
|
||||||
editor.ShaderProperty(Properties.alphaClipEnable, Styles.alphaClipEnableText);
|
editor.ShaderProperty(Properties.alphaClipEnable, Styles.alphaClipEnableText);
|
||||||
if (Properties.alphaClipEnable.floatValue == 1.0f)
|
if (Properties.alphaClipEnable.GetBooleanValue())
|
||||||
{
|
{
|
||||||
EditorGUI.indentLevel++;
|
EditorGUI.indentLevel++;
|
||||||
editor.ShaderProperty(Properties.alphaClip, Styles.alphaClipText);
|
editor.ShaderProperty(Properties.alphaClip, Styles.alphaClipText);
|
||||||
@@ -90,7 +90,7 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
{
|
{
|
||||||
foreach (var material in materials)
|
foreach (var material in materials)
|
||||||
{
|
{
|
||||||
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, Properties.hairBlendingTarget.floatValue == 1.0f);
|
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, Properties.hairBlendingTarget.GetBooleanValue());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using Misaki.ShaderGUI;
|
using Misaki.ShaderGUI;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
|
||||||
namespace Misaki.HdrpToon.Editor
|
namespace Misaki.HdrpToon.Editor
|
||||||
{
|
{
|
||||||
@@ -8,6 +9,28 @@ namespace Misaki.HdrpToon.Editor
|
|||||||
{
|
{
|
||||||
private GUIStyle _headerStyle;
|
private GUIStyle _headerStyle;
|
||||||
|
|
||||||
|
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());
|
||||||
|
}
|
||||||
|
|
||||||
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||||
{
|
{
|
||||||
if (!initialized)
|
if (!initialized)
|
||||||
|
|||||||
@@ -41,7 +41,7 @@ The HDRP Toon Shader is designed to provide a high-quality toon shading effect f
|
|||||||
## Example
|
## Example
|
||||||
Here are some examples of the HDRP Toon Shader in action:
|
Here are some examples of the HDRP Toon Shader in action:
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
|
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ namespace Misaki.HdrpToon
|
|||||||
public const string SHADING_MODE = "_Shading_Mode";
|
public const string SHADING_MODE = "_Shading_Mode";
|
||||||
public const string PBR_MODE = "_PBR_Mode";
|
public const string PBR_MODE = "_PBR_Mode";
|
||||||
public const string SURFACE_FEATURE = "_SurfaceFeatures";
|
public const string SURFACE_FEATURE = "_SurfaceFeatures";
|
||||||
|
public const string MATERIAL_TYPE = "_Material_Type";
|
||||||
}
|
}
|
||||||
|
|
||||||
public static class SurfaceInputs
|
public static class SurfaceInputs
|
||||||
@@ -25,8 +26,9 @@ namespace Misaki.HdrpToon
|
|||||||
{
|
{
|
||||||
public const string RIM_LIGHT_COLOR = "_RimLightColor";
|
public const string RIM_LIGHT_COLOR = "_RimLightColor";
|
||||||
public const string RIM_LIGHT_INTENSITY = "_RimLightIntensity";
|
public const string RIM_LIGHT_INTENSITY = "_RimLightIntensity";
|
||||||
public const string RIM_LIGHT_LEVEL = "_RimLightLevel";
|
public const string ALBEDO_AFFECT_RIM_LIGHT = "_AlbedoAffectRimLight";
|
||||||
public const string SCREEN_SPACE_RIM_LIGHT = "_Screen_Space_Rim_Light";
|
public const string SCREEN_SPACE_RIM_LIGHT = "_Screen_Space_Rim_Light";
|
||||||
|
public const string RIM_LIGHT_LEVEL = "_RimLightLevel";
|
||||||
|
|
||||||
public const string LIGHT_BASE_RIM_LIGHT = "_Light_Base_Rim_Light";
|
public const string LIGHT_BASE_RIM_LIGHT = "_Light_Base_Rim_Light";
|
||||||
public const string LIGHT_DIRECTION_RIM_LIGHT_LEVEL = "_LightDirectionRimLightLevel";
|
public const string LIGHT_DIRECTION_RIM_LIGHT_LEVEL = "_LightDirectionRimLightLevel";
|
||||||
@@ -72,6 +74,8 @@ namespace Misaki.HdrpToon
|
|||||||
|
|
||||||
public static class Advance
|
public static class Advance
|
||||||
{
|
{
|
||||||
|
public const string MINIMAL_DIFFUSE_CONTRIBUTION = "_Minimal_Diffuse_Contribution";
|
||||||
|
|
||||||
public const string LIGHT_INTENSITY_MULTIPLIER = "_LightIntensityMultiplier";
|
public const string LIGHT_INTENSITY_MULTIPLIER = "_LightIntensityMultiplier";
|
||||||
public const string CLAMP_LIGHT_COLOR = "_ClampLightColor";
|
public const string CLAMP_LIGHT_COLOR = "_ClampLightColor";
|
||||||
|
|
||||||
|
|||||||
@@ -19,7 +19,8 @@ namespace Misaki.HdrpToon
|
|||||||
Off,
|
Off,
|
||||||
Standard,
|
Standard,
|
||||||
Anisotropy,
|
Anisotropy,
|
||||||
KKHair,
|
Hair,
|
||||||
|
Fabric,
|
||||||
Toon
|
Toon
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -8,8 +8,8 @@ namespace Misaki.HdrpToon
|
|||||||
public enum SurfaceFeature
|
public enum SurfaceFeature
|
||||||
{
|
{
|
||||||
None = 0,
|
None = 0,
|
||||||
RimLight = 1 << 0,
|
Stocking = 1 << 0,
|
||||||
Stocking = 1 << 1,
|
RimLight = 1 << 1,
|
||||||
AngelRing = 1 << 2
|
AngelRing = 1 << 2
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -8,8 +8,8 @@
|
|||||||
// Misaki.HdrpToon.SurfaceFeature: static fields
|
// Misaki.HdrpToon.SurfaceFeature: static fields
|
||||||
//
|
//
|
||||||
#define SURFACEFEATURE_NONE (0)
|
#define SURFACEFEATURE_NONE (0)
|
||||||
#define SURFACEFEATURE_RIM_LIGHT (1)
|
#define SURFACEFEATURE_STOCKING (1)
|
||||||
#define SURFACEFEATURE_STOCKING (2)
|
#define SURFACEFEATURE_RIM_LIGHT (2)
|
||||||
#define SURFACEFEATURE_ANGEL_RING (4)
|
#define SURFACEFEATURE_ANGEL_RING (4)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -4,8 +4,6 @@ Shader "HDRP/Toon"
|
|||||||
{
|
{
|
||||||
//TODO: Use custom rendering data.
|
//TODO: Use custom rendering data.
|
||||||
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
|
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
|
||||||
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
|
|
||||||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
||||||
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
|
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
|
||||||
_AlphaCutoffPrepass("_AlphaCutoffPrepass", 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
|
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
|
||||||
@@ -49,7 +47,6 @@ Shader "HDRP/Toon"
|
|||||||
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
|
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
|
||||||
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
|
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
|
||||||
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
||||||
//[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("__cullmode", Float) = 2.0
|
|
||||||
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
|
[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] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
|
||||||
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
||||||
@@ -72,7 +69,6 @@ Shader "HDRP/Toon"
|
|||||||
_Color("Color", Color) = (1,1,1,1)
|
_Color("Color", Color) = (1,1,1,1)
|
||||||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||||
|
|
||||||
|
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
// -----------------------------------------------------------------------
|
// -----------------------------------------------------------------------
|
||||||
@@ -86,12 +82,12 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
// Surface Options
|
// Surface Options
|
||||||
[Popup] _TransparentEnabled("Transparent Mode", Integer) = 0
|
[Popup] _TransparentEnabled("Transparent Mode", Integer) = 0
|
||||||
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
|
[Popup(_ALPHATEST_ON)] _AlphaCutoffEnable("Alpha Cutoff Enable", Integer) = 0.0
|
||||||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||||
[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("Cull Mode", Integer) = 2
|
[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("Cull Mode", Integer) = 2
|
||||||
[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
|
[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
|
||||||
[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", Integer) = 0
|
[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", Integer) = 0
|
||||||
[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
|
[KeywordEnum(Off, Standard, Anisotropy, Hair, Fabric, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
|
||||||
[PassPopup(HairBlendingTarget)] _HairBlendingTarget("Hair Blending Target", Integer) = 0
|
[PassPopup(HairBlendingTarget)] _HairBlendingTarget("Hair Blending Target", Integer) = 0
|
||||||
[EnumFlagsUI(Misaki.HdrpToon.SurfaceFeature, Misaki.HdrpToon)]_SurfaceFeatures("Surface Features", Integer) = 0
|
[EnumFlagsUI(Misaki.HdrpToon.SurfaceFeature, Misaki.HdrpToon)]_SurfaceFeatures("Surface Features", Integer) = 0
|
||||||
|
|
||||||
@@ -123,13 +119,15 @@ Shader "HDRP/Toon"
|
|||||||
_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
|
_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
|
||||||
_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
|
_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
|
||||||
|
|
||||||
|
_HairBlendingFactor("HairBlendingFactor", Range(0.0, 1.0)) = 0.5
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
|
[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
|
||||||
[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Integer) = 0
|
[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Integer) = 0
|
||||||
[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Integer) = 0
|
[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Integer) = 0
|
||||||
|
|
||||||
_ShadowDistanceBias("ShadowBias", Range(0.0, 5.0)) = 0.0
|
_ShadowDistanceBias("ShadowBias", Range(0.0, 5.0)) = 0.0
|
||||||
_ShadowNormalBias("ShadowNormalBias", Range(0.0, 5.0)) = 0.0
|
_ShadowNormalBias("ShadowNormalBias", Range(-5.0, 5.0)) = 0.0
|
||||||
//_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
|
//_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
|
||||||
|
|
||||||
// Surface Inputs
|
// Surface Inputs
|
||||||
@@ -187,12 +185,17 @@ Shader "HDRP/Toon"
|
|||||||
_IndirectSpecularMatCapMap("IndirectSpecularMatCapMap", 2D) = "black" {}
|
_IndirectSpecularMatCapMap("IndirectSpecularMatCapMap", 2D) = "black" {}
|
||||||
_IndirectSpecularMatCapLod("IndirectSpecularMatCapMapLOD", Range(-5, 5)) = 0.0
|
_IndirectSpecularMatCapLod("IndirectSpecularMatCapMapLOD", Range(-5, 5)) = 0.0
|
||||||
|
|
||||||
|
_IndirectDiffuseRampMap("_IndirectDiffuseRampMap", 2DArray) = "black" {}
|
||||||
|
_IndirectDiffuseRampIndex("IndirectDiffuseRampIndex", Integer) = 0
|
||||||
|
_IndirectDiffuseRampPosition("IndirectDiffuseRampPosition", Range(0, 1)) = 0.5
|
||||||
|
|
||||||
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
|
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
|
||||||
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
|
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
|
||||||
|
|
||||||
// Rim Light
|
// Rim Light
|
||||||
_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
|
_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
|
||||||
_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
|
_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
|
||||||
|
[ToggleUI] _AlbedoAffectRimLight("Albedo Affect Rim Light", Integer) = 0
|
||||||
[Popup] _Screen_Space_Rim_Light ("Screen Space Rim Light", Integer) = 0
|
[Popup] _Screen_Space_Rim_Light ("Screen Space Rim Light", Integer) = 0
|
||||||
_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
|
_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
|
||||||
[ToggleUI] _RimLightClipping("Rim Light Clipping", Float) = 0.25
|
[ToggleUI] _RimLightClipping("Rim Light Clipping", Float) = 0.25
|
||||||
@@ -236,9 +239,26 @@ Shader "HDRP/Toon"
|
|||||||
[ToggleUI] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
|
[ToggleUI] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
|
||||||
|
|
||||||
// Advance
|
// Advance
|
||||||
_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5
|
_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 3)) = 1
|
||||||
[ToggleUI] _ClampLightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
|
[ToggleUI] _ClampLightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
|
||||||
|
_Minimal_Diffuse_Contribution("Minimal_Diffuse_Contribution", Range(0, 1)) = 0.05
|
||||||
[KeywordEnum(Single, Full, Custom)] _Light_Loop_Mode ("Light Loop Mode", Float) = 1
|
[KeywordEnum(Single, Full, Custom)] _Light_Loop_Mode ("Light Loop Mode", Float) = 1
|
||||||
|
|
||||||
|
|
||||||
|
//TODO: Clear hdrp default properties
|
||||||
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
|
||||||
|
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
|
||||||
|
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
|
||||||
|
|
||||||
|
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
|
||||||
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0
|
||||||
|
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
|
||||||
|
_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
|
||||||
|
[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
|
||||||
|
[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
HLSLINCLUDE
|
HLSLINCLUDE
|
||||||
@@ -249,15 +269,7 @@ Shader "HDRP/Toon"
|
|||||||
//-------------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------------
|
||||||
// Variant
|
// Variant
|
||||||
//-------------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------------
|
||||||
|
|
||||||
#pragma shader_feature_local _ALPHATEST_ON
|
|
||||||
#pragma shader_feature_local _DEPTHOFFSET_ON
|
|
||||||
#pragma shader_feature_local _DOUBLESIDED_ON
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||||||
#pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
|
|
||||||
#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
|
|
||||||
#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
|
|
||||||
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
|
|
||||||
#pragma shader_feature_local _TESSELLATION_PHONG
|
|
||||||
|
|
||||||
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
|
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
|
||||||
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
|
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
|
||||||
@@ -327,6 +339,7 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
// Note: Require _ObjectId and _PassValue variables
|
// Note: Require _ObjectId and _PassValue variables
|
||||||
|
|
||||||
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
|
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
|
||||||
@@ -411,7 +424,7 @@ Shader "HDRP/Toon"
|
|||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||||||
|
|
||||||
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/UtsShaderPassGBuffer.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl"
|
||||||
#pragma vertex Vert
|
#pragma vertex Vert
|
||||||
#pragma fragment Frag
|
#pragma fragment Frag
|
||||||
|
|
||||||
@@ -430,6 +443,7 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
// Lightmap memo
|
// 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,
|
// 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.
|
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
|
||||||
@@ -462,6 +476,8 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
#define SHADERPASS SHADERPASS_SHADOWS
|
#define SHADERPASS SHADERPASS_SHADOWS
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
#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/Lit.hlsl"
|
||||||
@@ -481,7 +497,7 @@ Shader "HDRP/Toon"
|
|||||||
Tags{ "LightMode" = "DepthForwardOnly" }
|
Tags{ "LightMode" = "DepthForwardOnly" }
|
||||||
|
|
||||||
Cull[_CullMode]
|
Cull[_CullMode]
|
||||||
|
AlphaToMask [_AlphaCutoffEnable]
|
||||||
// To be able to tag stencil with disableSSR information for forward
|
// To be able to tag stencil with disableSSR information for forward
|
||||||
Stencil
|
Stencil
|
||||||
{
|
{
|
||||||
@@ -495,6 +511,12 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local_fragment _MASKMAP
|
||||||
|
#pragma shader_feature_local _NORMALMAP
|
||||||
|
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
// In deferred, depth only pass don't output anything.
|
// In deferred, depth only pass don't output anything.
|
||||||
// In forward it output the normal buffer
|
// In forward it output the normal buffer
|
||||||
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||||||
@@ -534,6 +556,7 @@ Shader "HDRP/Toon"
|
|||||||
}
|
}
|
||||||
|
|
||||||
Cull[_CullMode]
|
Cull[_CullMode]
|
||||||
|
AlphaToMask [_AlphaCutoffEnable]
|
||||||
|
|
||||||
ZWrite On
|
ZWrite On
|
||||||
|
|
||||||
@@ -541,6 +564,9 @@ Shader "HDRP/Toon"
|
|||||||
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||||||
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
|
|
||||||
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
#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/Lit.hlsl"
|
||||||
@@ -603,6 +629,9 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
|
|
||||||
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||||||
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
|
#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/Material.hlsl"
|
||||||
@@ -630,6 +659,9 @@ Shader "HDRP/Toon"
|
|||||||
ZTest [_ZTestTransparent]
|
ZTest [_ZTestTransparent]
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
#pragma multi_compile _ DEBUG_DISPLAY
|
#pragma multi_compile _ DEBUG_DISPLAY
|
||||||
#pragma multi_compile _ LIGHTMAP_ON
|
#pragma multi_compile _ LIGHTMAP_ON
|
||||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||||
@@ -680,21 +712,27 @@ Shader "HDRP/Toon"
|
|||||||
Tags { "LightMode" = "ForwardOnly" }
|
Tags { "LightMode" = "ForwardOnly" }
|
||||||
|
|
||||||
ZWrite [_ZWriteMode]
|
ZWrite [_ZWriteMode]
|
||||||
ZTest [_ZTestMode]
|
ZTest [_ZTestDepthEqualForOpaque]
|
||||||
Cull [_CullMode]
|
Cull [_CullMode]
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
Stencil {
|
|
||||||
|
|
||||||
|
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
|
||||||
|
// ForwardOpaque | ForwardTransparent
|
||||||
|
Blend 1 One OneMinusSrcAlpha // VT feedback | VT feedback <- if VT is off, all targets below are shifted by 1
|
||||||
|
Blend 2 One [_DstBlend2] // diffuse lighting | motion vector
|
||||||
|
Blend 3 One [_DstBlend2] // SSS buffer | before refraction <- This target (or the one above if VT off) needs blending in transparent but not in opaque
|
||||||
|
Blend 4 One OneMinusSrcAlpha // | before refraction alpha
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
Ref[_StencilNo]
|
Ref[_StencilNo]
|
||||||
|
|
||||||
Comp[_StencilComp]
|
Comp[_StencilComp]
|
||||||
Pass[_StencilOpPass]
|
Pass[_StencilOpPass]
|
||||||
Fail[_StencilOpFail]
|
Fail[_StencilOpFail]
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
//#pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
|
|
||||||
#pragma multi_compile _ DEBUG_DISPLAY
|
#pragma multi_compile _ DEBUG_DISPLAY
|
||||||
#pragma multi_compile _ LIGHTMAP_ON
|
#pragma multi_compile _ LIGHTMAP_ON
|
||||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||||
@@ -716,15 +754,7 @@ Shader "HDRP/Toon"
|
|||||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
|
||||||
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||||||
#endif
|
#endif
|
||||||
// used in ShadingGradeMap
|
|
||||||
#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
|
|
||||||
#pragma shader_feature _IS_ANGELRING_OFF _IS_ANGELRING_ON
|
|
||||||
// used in Shadow calculation
|
|
||||||
#pragma shader_feature _ UTS_USE_RAYTRACING_SHADOW
|
|
||||||
// used in DoubleShadeWithFeather
|
|
||||||
#pragma shader_feature _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE
|
|
||||||
// controlling mask rendering
|
|
||||||
#pragma shader_feature _ _IS_CLIPPING_MATTE
|
|
||||||
#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
|
#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
|
||||||
|
|
||||||
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
|
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
|
||||||
@@ -734,7 +764,7 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
#pragma shader_feature_local_fragment _SHADING_MODE_STANDARD _SHADING_MODE_SDF
|
#pragma shader_feature_local_fragment _SHADING_MODE_STANDARD _SHADING_MODE_SDF
|
||||||
#pragma shader_feature_local_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
|
#pragma shader_feature_local_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
|
||||||
#pragma shader_feature_local_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_TOON
|
#pragma shader_feature_local_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_FABRIC _PBR_MODE_TOON
|
||||||
|
|
||||||
#pragma shader_feature_local_fragment _USE_SHADING_RAMP_MAP_ON
|
#pragma shader_feature_local_fragment _USE_SHADING_RAMP_MAP_ON
|
||||||
|
|
||||||
@@ -759,6 +789,9 @@ Shader "HDRP/Toon"
|
|||||||
|
|
||||||
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
|
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
|
|
||||||
#define PUNCTUAL_SHADOW_MEDIUM
|
#define PUNCTUAL_SHADOW_MEDIUM
|
||||||
#define DIRECTIONAL_SHADOW_MEDIUM
|
#define DIRECTIONAL_SHADOW_MEDIUM
|
||||||
#define AREA_SHADOW_MEDIUM
|
#define AREA_SHADOW_MEDIUM
|
||||||
@@ -768,10 +801,6 @@ Shader "HDRP/Toon"
|
|||||||
#define USE_FPTL_LIGHTLIST
|
#define USE_FPTL_LIGHTLIST
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#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/Material/Material.hlsl"
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||||||
|
|
||||||
@@ -819,6 +848,9 @@ Shader "HDRP/Toon"
|
|||||||
ColorMask 0
|
ColorMask 0
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||||||
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
|
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||||
@@ -866,11 +898,10 @@ Shader "HDRP/Toon"
|
|||||||
Tags { "LightMode" = "Outline" }
|
Tags { "LightMode" = "Outline" }
|
||||||
|
|
||||||
Cull Front
|
Cull Front
|
||||||
Blend Off
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
|
||||||
#define AREA_SHADOW_LOW
|
#define AREA_SHADOW_LOW
|
||||||
#define SHADERPASS SHADERPASS_FORWARD
|
#define SHADERPASS SHADERPASS_FORWARD
|
||||||
#define SHADOW_LOW
|
#define SHADOW_LOW
|
||||||
@@ -884,13 +915,6 @@ Shader "HDRP/Toon"
|
|||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// The light loop (or lighting architecture) is in charge to:
|
|
||||||
// - Define light list
|
|
||||||
// - Define the light loop
|
|
||||||
// - Setup the constant/data
|
|
||||||
// - Do the reflection hierarchy
|
|
||||||
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
|
|
||||||
|
|
||||||
#define HAS_LIGHTLOOP
|
#define HAS_LIGHTLOOP
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||||||
@@ -901,8 +925,6 @@ Shader "HDRP/Toon"
|
|||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsHead.hlsl"
|
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsHead.hlsl"
|
||||||
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl"
|
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl"
|
||||||
|
|
||||||
@@ -928,6 +950,9 @@ Shader "HDRP/Toon"
|
|||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
|
||||||
#define SHADERPASS SHADERPASS_SHADOWS
|
#define SHADERPASS SHADERPASS_SHADOWS
|
||||||
|
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
#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/Lit.hlsl"
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
||||||
|
|||||||
@@ -50,6 +50,57 @@ float3 UtsComputeDiffuseColor(float3 baseColor, float metallic)
|
|||||||
return UtsComputeDiffuseColor(baseColor, metallic, 0.0);
|
return UtsComputeDiffuseColor(baseColor, metallic, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
return (1.0-t)*a + (t*b);
|
||||||
|
}
|
||||||
|
|
||||||
|
float ValueNoise (float2 uv)
|
||||||
|
{
|
||||||
|
float2 i = floor(uv);
|
||||||
|
float2 f = frac(uv);
|
||||||
|
f = f * f * (3.0 - 2.0 * f);
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SimpleNoise(float2 UV, float Scale)
|
||||||
|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
|
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
|
||||||
|
|
||||||
// Exposure
|
// Exposure
|
||||||
|
|||||||
@@ -124,11 +124,11 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
|
|||||||
|
|
||||||
float4 normalLocal = float4(0, 0, 1.0, 1.0);
|
float4 normalLocal = float4(0, 0, 1.0, 1.0);
|
||||||
#if _NORMALMAP
|
#if _NORMALMAP
|
||||||
if (_Use_SSSLut)
|
// if (_Use_SSSLut)
|
||||||
{
|
// {
|
||||||
normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
|
// normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
|
||||||
}
|
// }
|
||||||
else
|
// else
|
||||||
{
|
{
|
||||||
normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
||||||
normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
|
normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
|
||||||
@@ -173,11 +173,13 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
|
|||||||
smoothness *=_BSDFContribution;
|
smoothness *=_BSDFContribution;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _PBR_Mode_TOON
|
// TODO: Specular color is not handle correctly.
|
||||||
|
#ifdef _PBR_MODE_TOON
|
||||||
|
metallic = 0.0;
|
||||||
|
specularColor = _SpecularColor;
|
||||||
#ifdef _SPECULARCOLORMAP
|
#ifdef _SPECULARCOLORMAP
|
||||||
specularColor = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)).rgb * _SpecularColor;
|
specularColor *= SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)).rgb;
|
||||||
#endif
|
#endif
|
||||||
specularColor = GetSpecularColor(output.baseColor, metallic);
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
output.metallic = metallic;
|
output.metallic = metallic;
|
||||||
@@ -190,7 +192,8 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
|
|||||||
output.geomNormalWS = input.tangentToWorld[2];
|
output.geomNormalWS = input.tangentToWorld[2];
|
||||||
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
|
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
|
||||||
|
|
||||||
output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
|
// output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
|
||||||
|
output.subsurfaceColor = 0.0;
|
||||||
|
|
||||||
output.anisotropy = anisotropy;
|
output.anisotropy = anisotropy;
|
||||||
|
|
||||||
@@ -203,12 +206,19 @@ UtsBSDFData ConvertUTSSurfaceDataToUTSBSDFData(UTSSurfaceData surfaceData)
|
|||||||
|
|
||||||
output.surfaceFeatures = surfaceData.surfaceFeatures;
|
output.surfaceFeatures = surfaceData.surfaceFeatures;
|
||||||
|
|
||||||
output.diffuseColor = UtsComputeDiffuseColor(surfaceData.baseColor, surfaceData.metallic, 0.05);
|
#if _PBR_MODE_TOON
|
||||||
output.firstShadingDiffuseColor = UtsComputeDiffuseColor(surfaceData.firstShadingColor, surfaceData.metallic, 0.05);
|
float m = Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b);
|
||||||
output.secondShadingDiffuseColor = UtsComputeDiffuseColor(surfaceData.secondShadingColor, surfaceData.metallic, 0.05);
|
#else
|
||||||
|
float m = surfaceData.metallic;
|
||||||
|
#endif
|
||||||
|
output.diffuseColor = UtsComputeDiffuseColor(surfaceData.baseColor, m, _Minimal_Diffuse_Contribution);
|
||||||
|
output.firstShadingDiffuseColor = UtsComputeDiffuseColor(surfaceData.firstShadingColor, m, _Minimal_Diffuse_Contribution);
|
||||||
|
output.secondShadingDiffuseColor = UtsComputeDiffuseColor(surfaceData.secondShadingColor, m, _Minimal_Diffuse_Contribution);
|
||||||
|
|
||||||
#if _PBR_MODE_OFF
|
#if _PBR_MODE_OFF
|
||||||
output.fresnel0 = surfaceData.baseColor;
|
output.fresnel0 = 0.22;
|
||||||
|
#elif _PBR_MODE_TOON
|
||||||
|
output.fresnel0 = surfaceData.specularColor;
|
||||||
#else
|
#else
|
||||||
output.fresnel0 = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, 0.22);
|
output.fresnel0 = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, 0.22);
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -295,7 +295,7 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
|
|||||||
#else
|
#else
|
||||||
float alphaCutoff = _AlphaCutoff;
|
float alphaCutoff = _AlphaCutoff;
|
||||||
#endif
|
#endif
|
||||||
|
// clip(-0.1);
|
||||||
GENERIC_ALPHA_TEST(alphaValue, alphaCutoff);
|
GENERIC_ALPHA_TEST(alphaValue, alphaCutoff);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,22 @@
|
|||||||
#ifndef UTS_SURFACE_FEATURE_EVALUATION
|
#ifndef UTS_SURFACE_FEATURE_EVALUATION
|
||||||
#define UTS_SURFACE_FEATURE_EVALUATION
|
#define UTS_SURFACE_FEATURE_EVALUATION
|
||||||
|
|
||||||
|
void UtsEvaluateLighting_Stocking(FragInputs input, PositionInputs posInput, float3 normalWS, float3 V, inout AggregateLighting aggregateLighting)
|
||||||
|
{
|
||||||
|
float NdotV = saturate(dot(normalize(V), normalWS));
|
||||||
|
|
||||||
|
NdotV = pow(NdotV, 2.0);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
aggregateLighting.direct.diffuse *= NdotV;
|
||||||
|
// aggregateLighting.direct.specular = saturate(aggregateLighting.direct.specular + sparkle * (1.0 - NdotV) * 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData
|
DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData
|
||||||
#if _LIGHT_BASE_RIM_LIGHT_ON
|
#if _LIGHT_BASE_RIM_LIGHT_ON
|
||||||
, float3 L, float3 lightColor
|
, float3 L, float3 lightColor
|
||||||
@@ -11,6 +27,7 @@ DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData
|
|||||||
ZERO_INITIALIZE(DirectLighting, lighting);
|
ZERO_INITIALIZE(DirectLighting, lighting);
|
||||||
|
|
||||||
float3 rimLightColor = _RimLightColor.rgb * _RimLightIntensity;
|
float3 rimLightColor = _RimLightColor.rgb * _RimLightIntensity;
|
||||||
|
rimLightColor = lerp(rimLightColor, rimLightColor * bsdfData.diffuseColor.rgb, _AlbedoAffectRimLight * _RimLightColor.a);
|
||||||
|
|
||||||
#if _SCREEN_SPACE_RIM_LIGHT_ON
|
#if _SCREEN_SPACE_RIM_LIGHT_ON
|
||||||
float3 normalVS = normalize(mul((float3x3)UNITY_MATRIX_V, bsdfData.geomNormalWS));
|
float3 normalVS = normalize(mul((float3x3)UNITY_MATRIX_V, bsdfData.geomNormalWS));
|
||||||
|
|||||||
@@ -11,13 +11,6 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
|||||||
|
|
||||||
// We dont have to calculate lighting here if we are using sdf shadow
|
// We dont have to calculate lighting here if we are using sdf shadow
|
||||||
#ifndef _SDFShadow
|
#ifndef _SDFShadow
|
||||||
#ifdef _IS_CLIPPING_MATTE
|
|
||||||
if (_ClippingMatteMode != 0)
|
|
||||||
{
|
|
||||||
|
|
||||||
return float3(0.0f, 0.0f, 0.0f);
|
|
||||||
}
|
|
||||||
#endif // _IS_CLIPPING_MATTE
|
|
||||||
|
|
||||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||||
// input.positionSS is SV_Position
|
// input.positionSS is SV_Position
|
||||||
|
|||||||
@@ -194,9 +194,10 @@ IndirectLighting UtsEvaluateBSDF_MatCapSpecular(float3 positionWS, UtsBSDFData b
|
|||||||
return lighting;
|
return lighting;
|
||||||
}
|
}
|
||||||
|
|
||||||
void UtsEvaluateBSDF_Ramp(PositionInputs posInput, UtsBSDFData bsdfData, float3 L, inout BuiltinData builtinData)
|
void UtsEvaluateBSDF_Ramp(PositionInputs posInput, UtsBSDFData bsdfData, inout BuiltinData builtinData)
|
||||||
{
|
{
|
||||||
// TODO
|
float3 lighting = SAMPLE_TEXTURE2D_ARRAY(_IndirectDiffuseRampMap, s_trilinear_clamp_sampler, float2(_IndirectDiffuseRampPosition, 0.0), _IndirectDiffuseRampIndex).rgb;
|
||||||
|
builtinData.bakeDiffuseLighting = lighting * GetInverseCurrentExposureMultiplier();
|
||||||
}
|
}
|
||||||
|
|
||||||
IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData, int influenceShapeType, int GPUImageBasedLightingType, inout float hierarchyWeight)
|
IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData, int influenceShapeType, int GPUImageBasedLightingType, inout float hierarchyWeight)
|
||||||
|
|||||||
@@ -53,6 +53,17 @@ bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
|
|||||||
#endif
|
#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,
|
void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bsdfData, BuiltinData builtinData,
|
||||||
float3 V, uint featureFlags, out LightLoopOutput lightLoopOutput)
|
float3 V, uint featureFlags, out LightLoopOutput lightLoopOutput)
|
||||||
{
|
{
|
||||||
@@ -87,6 +98,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
|||||||
float3 L = -light.forward;
|
float3 L = -light.forward;
|
||||||
|
|
||||||
// Is it worth sampling the shadow map?
|
// 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))
|
||||||
{
|
{
|
||||||
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
||||||
@@ -317,7 +329,6 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
|||||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#elif _INDIRECT_SPECULAR_MODE_MATCAP
|
#elif _INDIRECT_SPECULAR_MODE_MATCAP
|
||||||
@@ -346,6 +357,11 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
|
||||||
|
{
|
||||||
|
UtsEvaluateLighting_Stocking(fragInputs, posInput, bsdfData.normalWS, V, aggregateLighting);
|
||||||
|
}
|
||||||
|
|
||||||
#ifndef _LIGHT_BASE_RIM_LIGHT_ON
|
#ifndef _LIGHT_BASE_RIM_LIGHT_ON
|
||||||
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_RIM_LIGHT))
|
if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_RIM_LIGHT))
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -57,17 +57,21 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
|
|||||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
||||||
DV = D_KajiyaKay(t, H, specularExponent);
|
DV = D_KajiyaKay(t, H, specularExponent);
|
||||||
|
|
||||||
float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
|
float normalizeSpec = DV * rcp(specularExponent + 2.0) * TWO_PI;
|
||||||
DV = DV * normalizeSpec * _KKColor.rgb;
|
DV = DV * normalizeSpec * _KKColor.rgb;
|
||||||
|
#elif _PBR_MODE_FABRIC
|
||||||
|
float D = D_Charlie(NdotH, bsdfData.roughnessT);
|
||||||
|
// V_Charlie is expensive, use approx with V_Ashikhmin instead
|
||||||
|
// float V = V_Charlie(NdotL, clampedNdotV, bsdfData.roughness);
|
||||||
|
float Vis = V_Ashikhmin(NdotL, clampedNdotV);
|
||||||
|
DV = D * Vis;
|
||||||
#elif _PBR_MODE_TOON
|
#elif _PBR_MODE_TOON
|
||||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
||||||
DV = pow(NdotH, 5.0 * specularExponent);
|
DV = pow(NdotH, 5.0 * specularExponent);
|
||||||
DV = StepFeatherToon(DV, _ToonSpecularStep, _ToonSpecularFeather);
|
DV = StepFeatherToon(DV, _ToonSpecularStep, _ToonSpecularFeather);
|
||||||
//specTerm = pow(NdotH, 5.0 * specularExponent);
|
|
||||||
//specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
|
|
||||||
//return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// We use specularFGD here to approximate F.
|
||||||
specTerm = DV * preLightData.specularFGD * clampedNdotL;
|
specTerm = DV * preLightData.specularFGD * clampedNdotL;
|
||||||
return specTerm;
|
return specTerm;
|
||||||
#endif
|
#endif
|
||||||
@@ -139,14 +143,14 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
|
|||||||
float NdotL = dot(bsdfData.normalWS, L);
|
float NdotL = dot(bsdfData.normalWS, L);
|
||||||
float halfLambert = 0.5 * NdotL + 0.5;
|
float halfLambert = 0.5 * NdotL + 0.5;
|
||||||
|
|
||||||
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex, 0.0).rgb;
|
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex).rgb;
|
||||||
|
|
||||||
diffuseTerm = bsdfData.diffuseColor * rampColor;
|
diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
|
||||||
specularTerm *= saturate(NdotL) * sharpShadow;
|
specularTerm *= saturate(NdotL) * sharpShadow;
|
||||||
#elif _SHADING_MODE_SDF
|
#elif _SHADING_MODE_SDF
|
||||||
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex, 0.0).rgb;
|
float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex).rgb;
|
||||||
|
|
||||||
diffuseTerm = bsdfData.diffuseColor * rampColor;
|
diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
|
||||||
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
|
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
|
||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
@@ -161,12 +165,12 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
|
|||||||
// float secondColorFeatherForMask = lerp(_2ndShadeColorFeather, 0.0, max(_SecondShadeOverridden, _ComposerMaskMode));
|
// float secondColorFeatherForMask = lerp(_2ndShadeColorFeather, 0.0, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||||
float firstShadeMask = saturate((halfLambert - (_2ndShadeColorStep - _2ndShadeColorFeather)) / (_2ndShadeColorStep - (_2ndShadeColorStep - _2ndShadeColorFeather)));
|
float firstShadeMask = saturate((halfLambert - (_2ndShadeColorStep - _2ndShadeColorFeather)) / (_2ndShadeColorStep - (_2ndShadeColorStep - _2ndShadeColorFeather)));
|
||||||
|
|
||||||
diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, firstShadeMask), bsdfData.diffuseColor, baseShadeMask);
|
diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, firstShadeMask), bsdfData.diffuseColor, baseShadeMask) * INV_PI;
|
||||||
specularTerm *= baseShadeMask;
|
specularTerm *= baseShadeMask;
|
||||||
#elif _SHADING_MODE_SDF
|
#elif _SHADING_MODE_SDF
|
||||||
float shadeMask = sdfShadowMask * sdfTexture.b * sharpShadow.x;
|
float shadeMask = sdfShadowMask * sdfTexture.b * sharpShadow.x;
|
||||||
|
|
||||||
diffuseTerm = lerp(bsdfData.firstShadingDiffuseColor, bsdfData.diffuseColor, shadeMask);
|
diffuseTerm = lerp(bsdfData.firstShadingDiffuseColor, bsdfData.diffuseColor, shadeMask) * INV_PI;
|
||||||
specularTerm = (specularTerm + sdfHighlight) * shadeMask;
|
specularTerm = (specularTerm + sdfHighlight) * shadeMask;
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -41,12 +41,13 @@ float GetHairShadow(PositionInputs posInput, float3 L)
|
|||||||
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
||||||
|
|
||||||
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||||
float cameraDirFactor = 1 - smoothstep(0.1, 0.9, cameraDirOS.y);
|
float cameraDirFactor = 1.0 - smoothstep(0.1, 0.9, cameraDirOS.y);
|
||||||
shadowLength.y *= cameraDirFactor;
|
// shadowLength.y *= cameraDirFactor;
|
||||||
|
|
||||||
float2 samplingPoint = (posInput.positionSS + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2(1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
|
// 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.
|
||||||
|
|
||||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale.xy; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
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;
|
float hairShadow = SAMPLE_TEXTURE2D_SHADOW(_HairShadowTex, s_linear_clamp_compare_sampler, float3(scaledUVs, posInput.deviceDepth + _HairShadowDepthBias)).r;
|
||||||
shadow = lerp(1.0 - hairShadowOpacity, 1.0, hairShadow);
|
shadow = lerp(1.0 - hairShadowOpacity, 1.0, hairShadow);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -62,11 +62,11 @@ float _ToonIgnoreExposureMultiplier;
|
|||||||
|
|
||||||
float _Outline_MaxWidth;
|
float _Outline_MaxWidth;
|
||||||
|
|
||||||
float4 _HairShadowRTHandleScale;
|
|
||||||
float4 _HairBlendingRTHandleScale;
|
|
||||||
|
|
||||||
float _HairShadowDistance;
|
float _HairShadowDistance;
|
||||||
float _HairShadowDistanceScaleFactor;
|
float _HairShadowDistanceScaleFactor;
|
||||||
float _HairShadowDepthBias;
|
float _HairShadowDepthBias;
|
||||||
float _HairShadowFadeInDistance;
|
float _HairShadowFadeInDistance;
|
||||||
float _HairShadowFadeOutDistance;
|
float _HairShadowFadeOutDistance;
|
||||||
|
|
||||||
|
// float2 _HairShadowRTHandleScale;
|
||||||
|
// float2 _HairBlendingRTHandleScale;
|
||||||
|
|||||||
@@ -42,6 +42,8 @@ TEXTURE2D_X(_HairBlendingTex);
|
|||||||
TEXTURE2D(_IndirectDiffuseMatCapMap);
|
TEXTURE2D(_IndirectDiffuseMatCapMap);
|
||||||
TEXTURE2D(_IndirectSpecularMatCapMap);
|
TEXTURE2D(_IndirectSpecularMatCapMap);
|
||||||
|
|
||||||
|
TEXTURE2D_ARRAY(_IndirectDiffuseRampMap);
|
||||||
|
|
||||||
TEXTURE2D(_ClippingMask);
|
TEXTURE2D(_ClippingMask);
|
||||||
|
|
||||||
TEXTURE2D(_AngelRingColorMap);
|
TEXTURE2D(_AngelRingColorMap);
|
||||||
|
|||||||
@@ -1,5 +1,7 @@
|
|||||||
// Surface Option
|
// Surface Option
|
||||||
float _SurfaceFeatures;
|
float _SurfaceFeatures;
|
||||||
|
half _AlphaCutoffEnable;
|
||||||
|
float _AlphaCutoff;
|
||||||
|
|
||||||
// Shading Color
|
// Shading Color
|
||||||
float4 _BaseColor;
|
float4 _BaseColor;
|
||||||
@@ -7,8 +9,8 @@ float4 _BaseColorMap_ST;
|
|||||||
float4 _BaseColorMap_TexelSize;
|
float4 _BaseColorMap_TexelSize;
|
||||||
float4 _BaseColorMap_MipInfo;
|
float4 _BaseColorMap_MipInfo;
|
||||||
|
|
||||||
float _ShadingIndex;
|
int _ShadingIndex;
|
||||||
half _ShadingRampMask;
|
float _ShadingRampMask;
|
||||||
|
|
||||||
float4 _1stShadeColor;
|
float4 _1stShadeColor;
|
||||||
float4 _2ndShadeColor;
|
float4 _2ndShadeColor;
|
||||||
@@ -58,8 +60,8 @@ float _ToonSpecularFeather;
|
|||||||
float _BSDFContribution;
|
float _BSDFContribution;
|
||||||
float _EnergyConservingSpecularColor;
|
float _EnergyConservingSpecularColor;
|
||||||
|
|
||||||
float _SSSIntensity;
|
// float _SSSIntensity;
|
||||||
int _Use_SSSLut;
|
// int _Use_SSSLut;
|
||||||
|
|
||||||
float3 _EmissiveColor;
|
float3 _EmissiveColor;
|
||||||
half _AlbedoAffectEmissive;
|
half _AlbedoAffectEmissive;
|
||||||
@@ -70,6 +72,9 @@ float _ObjectSpaceUVMappingEmissive;
|
|||||||
// Ambient
|
// Ambient
|
||||||
float _IndirectDiffuseMatCapLod;
|
float _IndirectDiffuseMatCapLod;
|
||||||
|
|
||||||
|
int _IndirectDiffuseRampIndex;
|
||||||
|
float _IndirectDiffuseRampPosition;
|
||||||
|
|
||||||
float _IndirectDiffuseIntensity;
|
float _IndirectDiffuseIntensity;
|
||||||
float _SSAOWeight;
|
float _SSAOWeight;
|
||||||
float _SSGIWeight;
|
float _SSGIWeight;
|
||||||
@@ -82,6 +87,7 @@ float _SSRWeight;
|
|||||||
//Rim Light
|
//Rim Light
|
||||||
float4 _RimLightColor;
|
float4 _RimLightColor;
|
||||||
float _RimLightIntensity;
|
float _RimLightIntensity;
|
||||||
|
half _AlbedoAffectRimLight;
|
||||||
float _RimLightLevel;
|
float _RimLightLevel;
|
||||||
half _RimLightClipping;
|
half _RimLightClipping;
|
||||||
float _RimLightClippingLevel;
|
float _RimLightClippingLevel;
|
||||||
@@ -114,15 +120,17 @@ float _HairBlendingFactor;
|
|||||||
// Advance
|
// Advance
|
||||||
half _ClampLightColor;
|
half _ClampLightColor;
|
||||||
float _LightIntensityMultiplier;
|
float _LightIntensityMultiplier;
|
||||||
|
float _Minimal_Diffuse_Contribution;
|
||||||
|
|
||||||
// Light Loop
|
// Light Loop
|
||||||
float3 _ObjectCenterPositionWS;
|
float3 _ObjectCenterPositionWS;
|
||||||
|
|
||||||
|
|
||||||
// NOTE: Not sure what these are for
|
// NOTE: Not sure what these are for
|
||||||
// float _FirstShadeOverridden;
|
// float _FirstShadeOverridden;
|
||||||
// float _SecondShadeOverridden;
|
// float _SecondShadeOverridden;
|
||||||
|
|
||||||
|
float _UseShadowThreshold;
|
||||||
|
float _AlphaCutoffShadow;
|
||||||
float _ComposerMaskMode;
|
float _ComposerMaskMode;
|
||||||
|
|
||||||
#if defined(_UTS_TOON_EV_PER_MODEL)
|
#if defined(_UTS_TOON_EV_PER_MODEL)
|
||||||
|
|||||||
@@ -73,7 +73,6 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
|
|
||||||
// The following temporary definition of unity_AmbientEquator is for HDRP only.
|
// The following temporary definition of unity_AmbientEquator is for HDRP only.
|
||||||
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
|
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
|
||||||
//v.2.0.9
|
|
||||||
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
|
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
|
||||||
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
|
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
|
||||||
float3 envLightSource_SkyboxIntensity = max(
|
float3 envLightSource_SkyboxIntensity = max(
|
||||||
@@ -83,8 +82,8 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
|
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
|
||||||
ambientSkyColor *= GetCurrentExposureMultiplier();
|
ambientSkyColor *= GetCurrentExposureMultiplier();
|
||||||
|
|
||||||
float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
|
float4 blendingTex = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
|
||||||
outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
|
outColor = float4(blendingTex.rgb + ambientSkyColor, blendingTex.a);
|
||||||
|
|
||||||
#ifdef _DEPTHOFFSET_ON
|
#ifdef _DEPTHOFFSET_ON
|
||||||
outputDepth = posInput.deviceDepth;
|
outputDepth = posInput.deviceDepth;
|
||||||
|
|||||||
@@ -82,12 +82,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
discard;
|
discard;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
#ifdef _IS_CLIPPING_MATTE
|
|
||||||
if (_ClippingMatteMode != 0)
|
|
||||||
{
|
|
||||||
discard;
|
|
||||||
}
|
|
||||||
#endif // _IS_CLIPPING_MATTE
|
|
||||||
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
|
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
|
||||||
discard;
|
discard;
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -1,6 +1,4 @@
|
|||||||
//Unity Toon Shader/HDRP
|
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsLitData.hlsl"
|
||||||
//nobuyuki@unity3d.com
|
|
||||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
|
||||||
|
|
||||||
#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
||||||
|
|
||||||
@@ -97,7 +95,6 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
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);
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||||
|
|
||||||
|
|
||||||
#ifdef VARYINGS_NEED_POSITION_WS
|
#ifdef VARYINGS_NEED_POSITION_WS
|
||||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||||
|
|
||||||
@@ -121,7 +118,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
|
|
||||||
SurfaceData tempSurfaceData;
|
SurfaceData tempSurfaceData;
|
||||||
BuiltinData builtinData;
|
BuiltinData builtinData;
|
||||||
GetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
|
UtsGetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
|
||||||
UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V);
|
UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V);
|
||||||
UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
|
UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
|
||||||
|
|
||||||
@@ -132,9 +129,7 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
context.shadowContext = InitShadowContext();
|
context.shadowContext = InitShadowContext();
|
||||||
context.shadowValue = 1;
|
context.shadowValue = 1;
|
||||||
context.sampleReflection = 0.0;
|
context.sampleReflection = 0.0;
|
||||||
#if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320
|
|
||||||
context.splineVisibility = -1;
|
|
||||||
#endif
|
|
||||||
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
||||||
context.positionWS = posInput.positionWS;
|
context.positionWS = posInput.positionWS;
|
||||||
#endif
|
#endif
|
||||||
@@ -146,31 +141,17 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
// Initialize the contactShadow and contactShadowFade fields
|
// Initialize the contactShadow and contactShadowFade fields
|
||||||
InitContactShadow(posInput, context);
|
InitContactShadow(posInput, context);
|
||||||
|
|
||||||
float channelAlpha = 0.0f;
|
|
||||||
|
|
||||||
LightLoopOutput lightLoopOutput;
|
LightLoopOutput lightLoopOutput;
|
||||||
ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
|
ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
|
||||||
|
|
||||||
UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
|
UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
|
||||||
|
|
||||||
float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
|
outColor = ApplyBlendMode(lightLoopOutput.diffuseLighting, lightLoopOutput.specularLighting, builtinData.opacity);
|
||||||
|
|
||||||
#ifdef _IS_TRANSCLIPPING_OFF
|
|
||||||
|
|
||||||
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
|
|
||||||
|
|
||||||
#elif _IS_TRANSCLIPPING_ON
|
|
||||||
|
|
||||||
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
|
|
||||||
|
|
||||||
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
|
|
||||||
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
|
#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
|
||||||
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
float2 screenUV = posInput.positionSS; // * _HairBlendingRTHandleScale.xy; // Why we don't need to scale? Does unity handle it internally?
|
||||||
float4 hairBlendingMap = LOAD_TEXTURE2D_X(_HairBlendingTex, screenUV);
|
float4 hairBlendingTex = LOAD_TEXTURE2D_X(_HairBlendingTex, screenUV);
|
||||||
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
outColor.rgb = lerp(outColor.rgb, hairBlendingTex.rgb, hairBlendingTex.a * _HairBlendingFactor);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||||
|
|||||||
@@ -21,15 +21,12 @@ namespace Misaki.HdrpToon
|
|||||||
private const string _TOON_LIGHT_FILTER_PROP_NAME = "_ToonLightHiCutFilter";
|
private const string _TOON_LIGHT_FILTER_PROP_NAME = "_ToonLightHiCutFilter";
|
||||||
private const string _IGNORE_VOLUME_EXPOSURE_PROP_NAME = "_ToonIgnoreExposureMultiplier";
|
private const string _IGNORE_VOLUME_EXPOSURE_PROP_NAME = "_ToonIgnoreExposureMultiplier";
|
||||||
|
|
||||||
private const string _HAIR_SHADOW_RTHANDLE_SCALE_PROP_NAME = "_HairShadowRTHandleScale";
|
|
||||||
private const string _HAIR_SHADOW_DISTANCE_PROP_NAME = "_HairShadowDistance";
|
private const string _HAIR_SHADOW_DISTANCE_PROP_NAME = "_HairShadowDistance";
|
||||||
private const string _HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME = "_HairShadowDistanceScaleFactor";
|
private const string _HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME = "_HairShadowDistanceScaleFactor";
|
||||||
private const string _HAIR_SHADOW_DEPTH_BIAS_PROP_NAME = "_HairShadowDepthBias";
|
private const string _HAIR_SHADOW_DEPTH_BIAS_PROP_NAME = "_HairShadowDepthBias";
|
||||||
private const string _HAIR_SHADOW_FADEIN_PROP_NAME = "_HairShadowFadeInDistance";
|
private const string _HAIR_SHADOW_FADEIN_PROP_NAME = "_HairShadowFadeInDistance";
|
||||||
private const string _HAIR_SHADOW_FADE_OUT_PROP_NAME = "_HairShadowFadeOutDistance";
|
private const string _HAIR_SHADOW_FADE_OUT_PROP_NAME = "_HairShadowFadeOutDistance";
|
||||||
|
|
||||||
private const string _HAIR_BLENDING_RTHANDLE_SCALE_PROP_NAME = "_HairBlendingRTHandleScale";
|
|
||||||
|
|
||||||
private const string _HAIR_SHADOW_RT_PROP_NAME = "_HairShadowTex";
|
private const string _HAIR_SHADOW_RT_PROP_NAME = "_HairShadowTex";
|
||||||
private const string _HAIR_BLENDING_PROP_NAME = "_HairBlendingTex";
|
private const string _HAIR_BLENDING_PROP_NAME = "_HairBlendingTex";
|
||||||
|
|
||||||
@@ -43,7 +40,9 @@ namespace Misaki.HdrpToon
|
|||||||
private RTHandle _hairShadowRTHandle;
|
private RTHandle _hairShadowRTHandle;
|
||||||
private bool _needReallocateHairShadow;
|
private bool _needReallocateHairShadow;
|
||||||
|
|
||||||
|
// TODO: Possible to avoid another RTHandle for depth?
|
||||||
private RTHandle _hairBlendingRTHandle;
|
private RTHandle _hairBlendingRTHandle;
|
||||||
|
private RTHandle _hairBlendingDepthRTHandle;
|
||||||
private bool _needReallocateHairBlending;
|
private bool _needReallocateHairBlending;
|
||||||
|
|
||||||
private bool _enableHairShadow;
|
private bool _enableHairShadow;
|
||||||
@@ -142,15 +141,16 @@ namespace Misaki.HdrpToon
|
|||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
var scale = _hairShadowQuality switch
|
// Use R8 or R16 directly?
|
||||||
|
var format = _hairShadowQuality switch
|
||||||
{
|
{
|
||||||
BufferQuality.Low => new Vector2(0.5f, 0.5f),
|
BufferQuality.Low => GraphicsFormat.D16_UNorm,
|
||||||
BufferQuality.High => Vector2.one,
|
BufferQuality.High => GraphicsFormat.D32_SFloat,
|
||||||
_ => Vector2.zero
|
_ => GraphicsFormat.R16G16B16A16_SFloat
|
||||||
};
|
};
|
||||||
|
|
||||||
_hairShadowRTHandle?.Release();
|
_hairShadowRTHandle?.Release();
|
||||||
_hairShadowRTHandle = RTHandles.Alloc(scale, useDynamicScale: true, format: GraphicsFormat.D16_UNorm, isShadowMap: true, name: _HAIR_SHADOW_RT_PROP_NAME);
|
_hairShadowRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, format: format, isShadowMap: true, name: _HAIR_SHADOW_RT_PROP_NAME);
|
||||||
Shader.SetGlobalTexture(_HAIR_SHADOW_RT_PROP_NAME, _hairShadowRTHandle);
|
Shader.SetGlobalTexture(_HAIR_SHADOW_RT_PROP_NAME, _hairShadowRTHandle);
|
||||||
|
|
||||||
_needReallocateHairShadow = false;
|
_needReallocateHairShadow = false;
|
||||||
@@ -179,6 +179,13 @@ namespace Misaki.HdrpToon
|
|||||||
|
|
||||||
_hairBlendingRTHandle?.Release();
|
_hairBlendingRTHandle?.Release();
|
||||||
_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: format, name: _HAIR_BLENDING_PROP_NAME);
|
_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: format, name: _HAIR_BLENDING_PROP_NAME);
|
||||||
|
|
||||||
|
if (_hairBlendingDepthRTHandle == null || _hairBlendingDepthRTHandle.rt == null || !_hairBlendingDepthRTHandle.rt.IsCreated())
|
||||||
|
{
|
||||||
|
_hairBlendingDepthRTHandle?.Release();
|
||||||
|
_hairBlendingDepthRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.D16_UNorm, name: _HAIR_BLENDING_PROP_NAME + "_depth");
|
||||||
|
}
|
||||||
|
|
||||||
Shader.SetGlobalTexture(_HAIR_BLENDING_PROP_NAME, _hairBlendingRTHandle);
|
Shader.SetGlobalTexture(_HAIR_BLENDING_PROP_NAME, _hairBlendingRTHandle);
|
||||||
|
|
||||||
_needReallocateHairBlending = false;
|
_needReallocateHairBlending = false;
|
||||||
@@ -274,7 +281,6 @@ namespace Misaki.HdrpToon
|
|||||||
|
|
||||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||||
|
|
||||||
Shader.SetGlobalVector(_HAIR_SHADOW_RTHANDLE_SCALE_PROP_NAME, _hairShadowRTHandle.rtHandleProperties.rtHandleScale);
|
|
||||||
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_PROP_NAME, utsRenderer.shadowDistance.value);
|
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_PROP_NAME, utsRenderer.shadowDistance.value);
|
||||||
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME, utsRenderer.shadowDistanceScale.value);
|
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME, utsRenderer.shadowDistanceScale.value);
|
||||||
Shader.SetGlobalFloat(_HAIR_SHADOW_DEPTH_BIAS_PROP_NAME, utsRenderer.shadowDepthBias.value);
|
Shader.SetGlobalFloat(_HAIR_SHADOW_DEPTH_BIAS_PROP_NAME, utsRenderer.shadowDepthBias.value);
|
||||||
@@ -298,7 +304,7 @@ namespace Misaki.HdrpToon
|
|||||||
|
|
||||||
using (new ProfilingScope(ctx.cmd, _hairBlendingProfilingSampler))
|
using (new ProfilingScope(ctx.cmd, _hairBlendingProfilingSampler))
|
||||||
{
|
{
|
||||||
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, ctx.cameraDepthBuffer, ClearFlag.Color);
|
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(UtsShaderPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||||
{
|
{
|
||||||
@@ -308,7 +314,6 @@ namespace Misaki.HdrpToon
|
|||||||
};
|
};
|
||||||
|
|
||||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||||
Shader.SetGlobalVector(_HAIR_BLENDING_RTHANDLE_SCALE_PROP_NAME, _hairBlendingRTHandle.rtHandleProperties.rtHandleScale);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -326,6 +331,7 @@ namespace Misaki.HdrpToon
|
|||||||
_exposureArray = null;
|
_exposureArray = null;
|
||||||
_hairShadowRTHandle?.Release();
|
_hairShadowRTHandle?.Release();
|
||||||
_hairBlendingRTHandle?.Release();
|
_hairBlendingRTHandle?.Release();
|
||||||
|
_hairBlendingDepthRTHandle?.Release();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -19,7 +19,7 @@ namespace Misaki.HdrpToon
|
|||||||
public BoolParameter enableHairShadow = new(false);
|
public BoolParameter enableHairShadow = new(false);
|
||||||
public ClampedFloatParameter shadowDistance = new(5.0f, 0.0f, 20.0f);
|
public ClampedFloatParameter shadowDistance = new(5.0f, 0.0f, 20.0f);
|
||||||
public ClampedFloatParameter shadowDistanceScale = new(0.5f, 0.0f, 1.0f);
|
public ClampedFloatParameter shadowDistanceScale = new(0.5f, 0.0f, 1.0f);
|
||||||
public ClampedFloatParameter shadowDepthBias = new(0f, 0.0f, 0.01f);
|
public ClampedFloatParameter shadowDepthBias = new(0f, -0.01f, 0.01f);
|
||||||
public FloatParameter shadowFadeIn = new(45f);
|
public FloatParameter shadowFadeIn = new(45f);
|
||||||
public FloatParameter shadowFadeOut = new(50f);
|
public FloatParameter shadowFadeOut = new(50f);
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "com.misaki.hdrp-toon",
|
"name": "com.misaki.hdrp-toon",
|
||||||
"version": "2.1.0",
|
"version": "3.0.1-pre",
|
||||||
"displayName": "HDRP Toon",
|
"displayName": "HDRP Toon",
|
||||||
"description": "A high quality toon shader for High Definition Render Pipeline(HDRP)",
|
"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",
|
"changelogUrl": "https://git.personalnas.com/Misaki/hdrp-toon/src/branch/develop/CHANGELOG.md",
|
||||||
@@ -21,6 +21,6 @@
|
|||||||
},
|
},
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.render-pipelines.high-definition": "17.0.0",
|
"com.unity.render-pipelines.high-definition": "17.0.0",
|
||||||
"com.misaki.shader-gui": "1.1.2"
|
"com.misaki.shader-gui": "1.1.4"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user