4 Commits

24 changed files with 392 additions and 265 deletions

View File

@@ -26,6 +26,16 @@ namespace Misaki.HdrpToon.Editor
return (PBRMode)material.GetInteger(SurfaceOptions.PBR_MODE); return (PBRMode)material.GetInteger(SurfaceOptions.PBR_MODE);
} }
public static MaterialType GetMaterialType(this Material material)
{
if (!material.HasProperty(SurfaceOptions.MATERIAL_TYPE))
{
return MaterialType.Standard;
}
return (MaterialType)material.GetInteger(SurfaceOptions.MATERIAL_TYPE);
}
public static bool HasFeature(this Material material, SurfaceFeature feature) public static bool HasFeature(this Material material, SurfaceFeature feature)
{ {
if (!material.HasProperty(SurfaceOptions.SURFACE_FEATURE)) if (!material.HasProperty(SurfaceOptions.SURFACE_FEATURE))
@@ -36,5 +46,10 @@ namespace Misaki.HdrpToon.Editor
var value = (SurfaceFeature)material.GetInteger(SurfaceOptions.SURFACE_FEATURE); var value = (SurfaceFeature)material.GetInteger(SurfaceOptions.SURFACE_FEATURE);
return (value & feature) != 0; return (value & feature) != 0;
} }
public static bool IsHairBlendingTarget(this Material material)
{
return material.GetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME);
}
} }
} }

View File

@@ -10,6 +10,8 @@ namespace Misaki.HdrpToon.Editor
{ {
private static class Properties private static class Properties
{ {
public static MaterialProperty diffuseMin;
public static MaterialProperty lightIntensityMultiplier; public static MaterialProperty lightIntensityMultiplier;
public static MaterialProperty clampLightColor; public static MaterialProperty clampLightColor;
@@ -18,6 +20,8 @@ namespace Misaki.HdrpToon.Editor
private static class Styles private static class Styles
{ {
public static readonly GUIContent diffuseMinText = new("Minimal diffuse contribution", "Specifies the minimum contribution of the base color to the diffuse light. Keep it 0 to make sure energy conservation.");
public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light."); public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light.");
public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color."); public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color.");
@@ -30,6 +34,8 @@ namespace Misaki.HdrpToon.Editor
public override void LoadMaterialProperties() public override void LoadMaterialProperties()
{ {
Properties.diffuseMin = FindProperty(MINIMAL_DIFFUSE_CONTRIBUTION);
Properties.lightIntensityMultiplier = FindProperty(LIGHT_INTENSITY_MULTIPLIER); Properties.lightIntensityMultiplier = FindProperty(LIGHT_INTENSITY_MULTIPLIER);
Properties.clampLightColor = FindProperty(CLAMP_LIGHT_COLOR); Properties.clampLightColor = FindProperty(CLAMP_LIGHT_COLOR);
@@ -38,6 +44,8 @@ namespace Misaki.HdrpToon.Editor
protected override void DrawContent() protected override void DrawContent()
{ {
editor.ShaderProperty(Properties.diffuseMin, Styles.diffuseMinText);
editor.ShaderProperty(Properties.lightIntensityMultiplier, Styles.lightIntensityMultiplierText); editor.ShaderProperty(Properties.lightIntensityMultiplier, Styles.lightIntensityMultiplierText);
editor.ShaderProperty(Properties.clampLightColor, Styles.clampLightColorText); editor.ShaderProperty(Properties.clampLightColor, Styles.clampLightColorText);

View File

@@ -17,6 +17,10 @@ namespace Misaki.HdrpToon.Editor
public static MaterialProperty indirectDiffuseMatCapMap; public static MaterialProperty indirectDiffuseMatCapMap;
public static MaterialProperty indirectDiffuseMatCapLod; public static MaterialProperty indirectDiffuseMatCapLod;
public static MaterialProperty indirectDiffuseRampMap;
public static MaterialProperty indirectDiffuseRampIndex;
public static MaterialProperty indirectDiffuseRampPosition;
public static MaterialProperty indirectDiffuseIntensity; public static MaterialProperty indirectDiffuseIntensity;
public static MaterialProperty ssaoWeight; public static MaterialProperty ssaoWeight;
public static MaterialProperty ssgiWeight; public static MaterialProperty ssgiWeight;
@@ -35,6 +39,9 @@ namespace Misaki.HdrpToon.Editor
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."); 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.");
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.");
public static readonly GUIContent indirectDiffuseRampPositionText = new("Ramp Position", "The ramp position for indirect diffuse evaluation.");
public static readonly GUIContent indirectDiffuseIntensityText = new("Intensity", "The indirect diffuse color is added to the material color according to the intensity value."); public static readonly GUIContent indirectDiffuseIntensityText = new("Intensity", "The indirect diffuse color is added to the material color according to the intensity value.");
public static readonly GUIContent ssaoWeightText = new("SSAO Weight", "The weight of SSAO."); public static readonly GUIContent ssaoWeightText = new("SSAO Weight", "The weight of SSAO.");
public static readonly GUIContent ssgiWeightText = new("SSGI Weight", "The weight of SSGI."); public static readonly GUIContent ssgiWeightText = new("SSGI Weight", "The weight of SSGI.");
@@ -53,6 +60,10 @@ namespace Misaki.HdrpToon.Editor
Properties.indirectDiffuseMatCapMap = FindProperty("_IndirectDiffuseMatCapMap"); Properties.indirectDiffuseMatCapMap = FindProperty("_IndirectDiffuseMatCapMap");
Properties.indirectDiffuseMatCapLod = FindProperty("_IndirectDiffuseMatCapLod"); Properties.indirectDiffuseMatCapLod = FindProperty("_IndirectDiffuseMatCapLod");
Properties.indirectDiffuseRampMap = FindProperty("_IndirectDiffuseRampMap");
Properties.indirectDiffuseRampIndex = FindProperty("_IndirectDiffuseRampIndex");
Properties.indirectDiffuseRampPosition = FindProperty("_IndirectDiffuseRampPosition");
Properties.indirectDiffuseIntensity = FindProperty("_IndirectDiffuseIntensity"); Properties.indirectDiffuseIntensity = FindProperty("_IndirectDiffuseIntensity");
Properties.ssaoWeight = FindProperty("_SSAOWeight"); Properties.ssaoWeight = FindProperty("_SSAOWeight");
Properties.ssgiWeight = FindProperty("_SSGIWeight"); Properties.ssgiWeight = FindProperty("_SSGIWeight");
@@ -64,6 +75,36 @@ namespace Misaki.HdrpToon.Editor
Properties.ssrWeight = FindProperty("_SSRWeight"); Properties.ssrWeight = FindProperty("_SSRWeight");
} }
private static void DrawIndirectDiffuseHeader()
{
EditorGUILayout.Space();
using var indentLevelScope = new EditorGUI.IndentLevelScope(-1);
EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
}
private void DrawIndirectDiffuseProperties()
{
EditorGUILayout.Space();
editor.ShaderProperty(Properties.indirectDiffuseIntensity, Styles.indirectDiffuseIntensityText);
editor.ShaderProperty(Properties.ssaoWeight, Styles.ssaoWeightText);
}
private void DrawIndirectSpecularProperties()
{
EditorGUILayout.Space();
editor.ShaderProperty(Properties.indirectReflectionIntensity, Styles.indirectReflectionIntensityText);
editor.ShaderProperty(Properties.ssrWeight, Styles.ssrWeightText);
}
private static void DrawIndirectSpecularHeader()
{
EditorGUILayout.Space();
using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
{
EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
}
}
protected override void DrawContent() protected override void DrawContent()
{ {
editor.ShaderProperty(Properties.indirectDiffuseMode, Styles.indirectDiffuseModeText); editor.ShaderProperty(Properties.indirectDiffuseMode, Styles.indirectDiffuseModeText);
@@ -74,41 +115,43 @@ namespace Misaki.HdrpToon.Editor
if (indirectDiffuseMode != IndirectDiffuseMode.Off) if (indirectDiffuseMode != IndirectDiffuseMode.Off)
{ {
EditorGUILayout.Space(); DrawIndirectDiffuseHeader();
using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
{
EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
}
if (indirectDiffuseMode == IndirectDiffuseMode.Matcap) switch (indirectDiffuseMode)
{
editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
}
editor.ShaderProperty(Properties.indirectDiffuseIntensity, Styles.indirectDiffuseIntensityText);
editor.ShaderProperty(Properties.ssaoWeight, Styles.ssaoWeightText);
if (indirectDiffuseMode == IndirectDiffuseMode.IBL)
{ {
case IndirectDiffuseMode.IBL:
editor.ShaderProperty(Properties.ssgiWeight, Styles.ssgiWeightText); editor.ShaderProperty(Properties.ssgiWeight, Styles.ssgiWeightText);
} break;
case IndirectDiffuseMode.Matcap:
editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
break;
case IndirectDiffuseMode.Ramp:
editor.TexturePropertySingleLine(Styles.indirectDiffuseRampMapText, Properties.indirectDiffuseRampMap, Properties.indirectDiffuseRampIndex);
editor.ShaderProperty(Properties.indirectDiffuseRampPosition, Styles.indirectDiffuseRampPositionText);
break;
default:
break;
} }
if (indirectSpecularMode != (int)IndirectSpecularMode.Off) DrawIndirectDiffuseProperties();
{
EditorGUILayout.Space();
using (var indentLevelScope = new EditorGUI.IndentLevelScope(-1))
{
EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
} }
if (indirectSpecularMode == IndirectSpecularMode.Matcap) if (indirectSpecularMode != IndirectSpecularMode.Off)
{ {
DrawIndirectSpecularHeader();
switch (indirectSpecularMode)
{
case IndirectSpecularMode.IBL:
break;
case IndirectSpecularMode.Matcap:
editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod); editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod);
break;
default:
break;
} }
editor.ShaderProperty(Properties.indirectReflectionIntensity, Styles.indirectReflectionIntensityText); DrawIndirectSpecularProperties();
editor.ShaderProperty(Properties.ssrWeight, Styles.ssrWeightText);
} }
} }
} }

View File

@@ -34,6 +34,8 @@ namespace Misaki.HdrpToon.Editor
public static MaterialProperty sdfShadowLevel; public static MaterialProperty sdfShadowLevel;
public static MaterialProperty sdfSmoothLevel; public static MaterialProperty sdfSmoothLevel;
public static MaterialProperty sdfHighlightStrength; public static MaterialProperty sdfHighlightStrength;
public static MaterialProperty hairBlendingFactor;
} }
private static class Styles private static class Styles
@@ -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);
} }

View File

@@ -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.KKHair && 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.KKHair))
{ {
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.KKHair))
{ {
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();

View File

@@ -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());
} }
} }

View File

@@ -8,6 +8,12 @@ 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);
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{ {
if (!initialized) if (!initialized)

View File

@@ -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:
![preview-01.png](https://s2.loli.net/2024/12/26/zHdfSXho4csURyx.png) ![preview-01.png](https://i.postimg.cc/nV3fT2PR/Screenshot-2025-05-13-212926.png)
## Contributing ## Contributing

View File

@@ -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
@@ -72,6 +73,8 @@ 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";

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@@ -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
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
@@ -86,7 +82,7 @@ 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", Float) = 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
@@ -123,6 +119,8 @@ 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
@@ -187,6 +185,10 @@ 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
@@ -238,7 +240,24 @@ Shader "HDRP/Toon"
// Advance // Advance
_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5 _LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5
[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 +268,7 @@ 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 +338,7 @@ 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
@@ -430,6 +442,7 @@ 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 +475,8 @@ 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 +496,7 @@ 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 +510,8 @@ Shader "HDRP/Toon"
HLSLPROGRAM HLSLPROGRAM
#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 +551,7 @@ Shader "HDRP/Toon"
} }
Cull[_CullMode] Cull[_CullMode]
AlphaToMask [_AlphaCutoffEnable]
ZWrite On ZWrite On
@@ -541,6 +559,9 @@ 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 +624,9 @@ 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 +654,9 @@ 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
@@ -682,7 +709,7 @@ Shader "HDRP/Toon"
ZWrite [_ZWriteMode] ZWrite [_ZWriteMode]
ZTest [_ZTestMode] ZTest [_ZTestMode]
Cull [_CullMode] Cull [_CullMode]
Blend SrcAlpha OneMinusSrcAlpha Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Stencil { Stencil {
Ref[_StencilNo] Ref[_StencilNo]
@@ -694,7 +721,6 @@ Shader "HDRP/Toon"
} }
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 +742,7 @@ 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
@@ -759,6 +777,9 @@ 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
@@ -819,6 +840,9 @@ 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"
@@ -870,7 +894,6 @@ Shader "HDRP/Toon"
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 +907,6 @@ 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 +917,6 @@ 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 +942,9 @@ 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"

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@@ -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

View File

@@ -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

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@@ -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)

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@@ -317,7 +317,6 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
AccumulateIndirectLighting(lighting, aggregateLighting); AccumulateIndirectLighting(lighting, aggregateLighting);
} }
} }
} }
} }
#elif _INDIRECT_SPECULAR_MODE_MATCAP #elif _INDIRECT_SPECULAR_MODE_MATCAP

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@@ -63,11 +63,9 @@ float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, floa
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
@@ -139,12 +137,12 @@ 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;
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;
specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow; specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;

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@@ -44,9 +44,10 @@ float GetHairShadow(PositionInputs posInput, float3 L)
float cameraDirFactor = 1 - smoothstep(0.1, 0.9, cameraDirOS.y); float cameraDirFactor = 1 - smoothstep(0.1, 0.9, cameraDirOS.y);
shadowLength.y *= cameraDirFactor; shadowLength.y *= cameraDirFactor;
// TODO: sample point is still shifting when fov change.
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. 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.
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);
} }

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@@ -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;

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@@ -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);

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@@ -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;
@@ -114,15 +119,17 @@ 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)

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@@ -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;

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@@ -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

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@@ -146,8 +146,6 @@ 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);
@@ -155,22 +153,21 @@ void Frag(PackedVaryingsToPS packedInput,
float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting; float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
#ifdef _IS_TRANSCLIPPING_OFF
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha)); // #if _SURFACE_TYPE_TRANSPARENT
// float alpha = channelAlpha;
#elif _IS_TRANSCLIPPING_ON // outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
// #else
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency)); // float alpha = lerp(1.0, channelAlpha, _AlphaCutoffEnable);
// #endif
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1)); //
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha)); // alpha = lerp(alpha, step(_AlphaCutoff, alpha), _AlphaCutoffEnable);
#endif outColor = float4(finalColor, 1.0);
#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

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@@ -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();
} }
} }
} }