9 Commits

Author SHA1 Message Date
Misaki
9f86d53804 Update the version to 2.0.5 2025-01-08 23:12:47 +09:00
Misaki
968b83870f Removed the dependency of layer mask of hair shadow caster;
Added HairShadowCaster pass;
2025-01-08 23:09:55 +09:00
Misaki
a7a9ad16b5 Updated namespace;
Added UTSPass;
Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
2025-01-08 22:19:04 +09:00
Misaki
23862b4380 Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon 2024-12-26 16:17:27 +09:00
Misaki
1d2a815803 Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon 2024-12-26 16:17:22 +09:00
Misaki
e91a602add Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon 2024-12-26 16:14:49 +09:00
Misaki
eda516fdab Fixed README assets missing; 2024-12-26 16:14:36 +09:00
Misaki
d33d3f2bb7 Fixed README assets missing; 2024-12-26 16:13:19 +09:00
Misaki
48bbf1fa20 Update README and CHANGELOG; 2024-12-26 16:10:14 +09:00
37 changed files with 580 additions and 575 deletions

View File

@@ -2,6 +2,30 @@
All notable changes to this project will be documented in this file.
## [2.0.5] - 08-Jan-2025
### Added
- Added UTSPass custom pass;
- Added HairShadowCaster shader pass;
### Changed
- Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
- Changed namespace;
- Removed the dependency of layer mask of hair shadow caster;
## [2.0.2] - 26-Dec-2024
### Changed
- Changed the defualt UTS rendering settings location;
- Removed the dependency of RenderingLayerMask in UTSOutlinePass;
### Fixed
- Fixed the bug from shader gui drawer : [Worker0] Failed to create MaterialEnum, enum UnityEditor.Rendering.HighDefinition.TransparentCullMode not found;
- Fixed the bug that outline does not rendering when material type is set to transparent;
- Fixed the bug that hair shadow buffer does not rendering the object that material type is set to transparent;
---
## [2.0.1] - 11-Nov-2024
### Added

View File

@@ -1,13 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Unity.Rendering.Toon;
namespace UnityEditor.Rendering.Toon
namespace Misaki.HdrpToon.Editor
{
[CustomEditor(typeof(DebugShadowmap))]
internal class DebugShadowmapInspector : Editor
internal class DebugShadowmapInspector : UnityEditor.Editor
{
public override void OnInspectorGUI()
@@ -19,14 +16,14 @@ namespace UnityEditor.Rendering.Toon
bool isChanged = false;
var isChanged = false;
var obj = target as DebugShadowmap;
// hi cut filter
EditorGUI.BeginChangeCheck();
bool showShadow = EditorGUILayout.Toggle(labelDebugShadowmap, obj.m_enableShadowmapDebugging);
var showShadow = EditorGUILayout.Toggle(labelDebugShadowmap, obj.m_enableShadowmapDebugging);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Shadowmap debbuging flag");
@@ -41,7 +38,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
bool binalization = EditorGUILayout.Toggle(labelBinalization, obj.m_enableBinalization);
var binalization = EditorGUILayout.Toggle(labelBinalization, obj.m_enableBinalization);
if (EditorGUI.EndChangeCheck())
{
@@ -59,7 +56,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
bool showSlefShadow = EditorGUILayout.Toggle(labelDebugSelfShadow, obj.m_enableSelfShadowDebugging);
var showSlefShadow = EditorGUILayout.Toggle(labelDebugSelfShadow, obj.m_enableSelfShadowDebugging);
if (EditorGUI.EndChangeCheck())
{
@@ -72,7 +69,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
bool showOutline = EditorGUILayout.Toggle(labelNoOutline, obj.m_enableOutlineDebugging);
var showOutline = EditorGUILayout.Toggle(labelNoOutline, obj.m_enableOutlineDebugging);
if (EditorGUI.EndChangeCheck())
{

View File

@@ -3,7 +3,7 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
public class ConverterInitializer
{

View File

@@ -1,6 +1,6 @@
using UnityEngine;
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
public struct QuaternionToVector3Converter
{

View File

@@ -1,13 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Unity.Rendering.Toon;
namespace UnityEditor.Rendering.Toon
using UnityEngine;
namespace Misaki.HdrpToon.Editor
{
[CustomEditor(typeof(ModelToonEvAdjustment))]
internal class ModelToonEvAdjustmentInspector : Editor
internal class ModelToonEvAdjustmentInspector : UnityEditor.Editor
{
SerializedObject m_SerializedObject;
@@ -20,14 +18,14 @@ namespace UnityEditor.Rendering.Toon
const string labeIgnoreVolumeExposure = "Ignore Volume Exposure";
const string labelCompensation = "Compensation";
bool isChanged = false;
var isChanged = false;
var obj = target as ModelToonEvAdjustment;
// hi cut filter
EditorGUI.BeginChangeCheck();
bool egnoreExposure = EditorGUILayout.Toggle(labeIgnoreVolumeExposure, obj.m_IgnorVolumeExposure);
var egnoreExposure = EditorGUILayout.Toggle(labeIgnoreVolumeExposure, obj.m_IgnorVolumeExposure);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Ignore Volume Exposure");
@@ -38,7 +36,7 @@ namespace UnityEditor.Rendering.Toon
// hi cut filter
EditorGUI.BeginChangeCheck();
bool lightFilterr = EditorGUILayout.Toggle(labelLightHighCutFilter, obj.m_ToonLightHiCutFilter);
var lightFilterr = EditorGUILayout.Toggle(labelLightHighCutFilter, obj.m_ToonLightHiCutFilter);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Light Hi Cut Filter");
@@ -50,7 +48,7 @@ namespace UnityEditor.Rendering.Toon
// Compensation
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
float compensation = EditorGUILayout.FloatField(labelCompensation, obj.m_Compensation);
var compensation = EditorGUILayout.FloatField(labelCompensation, obj.m_Compensation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Compensation");
@@ -62,7 +60,7 @@ namespace UnityEditor.Rendering.Toon
// curve
EditorGUI.BeginChangeCheck();
bool exposureAdjustment = EditorGUILayout.Toggle(labelLightAdjustment, obj.m_ExposureAdjustmnt);
var exposureAdjustment = EditorGUILayout.Toggle(labelLightAdjustment, obj.m_ExposureAdjustmnt);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Changed Expsure Adjustment");
@@ -82,7 +80,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUI.BeginChangeCheck();
// var ranges = new Rect(-10, -10, 20, 20);
// var curve = EditorGUILayout.CurveField(labelExposureCurave, obj.m_AnimationCurve, Color.green,ranges);
AnimationCurve curve = EditorGUILayout.CurveField(labelLightAdjustmentCurve, obj.m_AnimationCurve);
var curve = EditorGUILayout.CurveField(labelLightAdjustmentCurve, obj.m_AnimationCurve);
if (EditorGUI.EndChangeCheck())
{
@@ -91,7 +89,7 @@ namespace UnityEditor.Rendering.Toon
isChanged = true;
}
EditorGUI.BeginChangeCheck();
bool buttonIsPressed = GUILayout.Button("Reset", GUILayout.Width(50));
var buttonIsPressed = GUILayout.Button("Reset", GUILayout.Width(50));
var curve2 = obj.m_AnimationCurve;
if (buttonIsPressed)
{
@@ -134,7 +132,7 @@ namespace UnityEditor.Rendering.Toon
float ConvertFromEV100(float EV100)
{
float val = Mathf.Pow(2, EV100) * 2.5f;
var val = Mathf.Pow(2, EV100) * 2.5f;
return val;
}
@@ -155,7 +153,7 @@ namespace UnityEditor.Rendering.Toon
var go = Selection.activeGameObject;
if (go == null)
go.AddComponent<ModelToonEvAdjustment>();
go.AddComponent<ModelToonEvAdjustment>();
else
{
Debug.LogError("Please, select a GameObject you want to attach.");

View File

@@ -1,9 +1,8 @@
using Unity.Rendering.HighDefinition.Toon;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
[CustomEditor(typeof(BoxLightAdjustment))]
public class BoxLightAdjustmentView : UnityEditor.Editor

View File

@@ -1,6 +1,7 @@
//#define USE_SIMPLE_UI
using Misaki.HdrpToon;
using System;
using UnityEngine;
using UnityEngine.Rendering;
@@ -51,24 +52,6 @@ namespace UnityEditor.Rendering.Toon
}
}
internal static string OutlineLightingModeName
{
get
{
const string legacyDefaultLightModeName = "Always";
const string OutlineLightingModeName = "Outline";
if (currentRenderPipeline == RenderPipeline.Legacy)
{
return legacyDefaultLightModeName; // default.
}
return OutlineLightingModeName;
}
}
internal void RenderingPerChennelsSetting(Material material)
{
if (currentRenderPipeline == RenderPipeline.HDRP)
@@ -121,6 +104,12 @@ namespace UnityEditor.Rendering.Toon
internal const string ShaderProp_OutlineTex = "_OutlineTex";
internal const string ShaderProp_Outline_Sampler = "_Outline_Sampler";
internal const string ShaderPropCastHairShadow = "_Is_CastHairShadow";
internal const string ShaderPropReceiveHairShadow = "_Is_ReceiveHairShadow";
internal const string ShaderPropEyeParallax = "_Is_EyeParallax";
internal const string ShaderPropEyebrowSeethrough = "_Is_EyebrowSeethrough";
internal const string ShaderPropSimpleUI = "_simpleUI";
internal const string ShaderPropAutoRenderQueue = "_AutoRenderQueue";
internal const string ShaderPropStencilMode = "_StencilMode";
@@ -216,17 +205,13 @@ namespace UnityEditor.Rendering.Toon
internal const string ShaderDefineIS_CLIPPING_MATTE = "_IS_CLIPPING_MATTE";
internal const string ShaderPropReceiveHairShadow = "_Is_ReceiveHairShadow";
internal const string ShaderPropEyeParallax = "_Is_EyeParallax";
internal const string ShaderPropEyebrowSeethrough = "_Is_EyebrowSeethrough";
protected readonly string[] UtsModeNames = { "Standard", "PBR" };
protected readonly string[] EmissiveScrollMode = { "UV Coordinate Scroll", "View Coordinate Scroll" };
protected readonly string[] ClippingModeNames = { "Off", "On", "Clip Transparency" };
protected readonly string[] StencilModeNames = { "Off", "Draw If Not Equal to", "Replace Stencil Buffer with" };
protected readonly string[] ZTestModeNames = { "Disabled", "Never", "Less", "Equal", "LessEqual", "Greater", "NotEqual", "GreaterEqual", "Always" };
protected readonly string[] PbrModeDefines = { "_PBR_Mode_OFF", "_PBR_Mode_ST", "_PBR_Mode_ANISO", "_PBR_Mode_KK", "_PBR_Mode_TOON" };
public enum UTS_ClippingMode
{
@@ -699,7 +684,8 @@ namespace UnityEditor.Rendering.Toon
public static readonly GUIContent highlightOnShadowText = new GUIContent("Highlight Blending on Shadows", "Control the blending for the highlights in shadows, this also control the rim light.");
public static readonly GUIContent lightColorEffectiveness = EditorGUIUtility.TrTextContent("Light Color Effectiveness", "light color effectiveness to each parameter.");
public static readonly GUIContent receiveHairShadowText = new GUIContent("Receive Hair Shadow", "Do you want this material to receive hair shadow");
public static readonly GUIContent hairShadowCasterText = new GUIContent("Hair Shadow Caster", "Enable to cast hair shadow");
public static readonly GUIContent receiveHairShadowText = new GUIContent("Receive Hair Shadow", "Enable to receive shadow from hair shadow caster");
public static readonly GUIContent eyeParallaxText = new GUIContent("Eye Parallax Correction", "Enables parallax correction for eye material");
public static readonly GUIContent eyebrowSeethroughText = new GUIContent("Eyebrow Seethrough", "Enable for eyebrow material to be blended with hair. Must configure HairShadowPass to work.");
@@ -1012,17 +998,6 @@ namespace UnityEditor.Rendering.Toon
}
// --------------------------------
public UTS3GUI()
{
}
public override void OnClosed(Material material)
{
base.OnClosed(material);
}
void OnOpenGUI(Material material, MaterialEditor materialEditor, MaterialProperty[] props)
{
m_MaterialScopeList.RegisterHeaderScope(Styles.shaderFoldout, Expandable.Shader, DrawShaderOptions, (uint)UTS_TransparentMode.Off, isTessellation: 0);
@@ -1199,7 +1174,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUILayout.Space(10);
var headerStyle = new GUIStyle() { fontSize = 25, fontStyle = FontStyle.Bold, alignment = TextAnchor.MiddleCenter };
headerStyle.normal.textColor = GUI.skin.label.normal.textColor;
EditorGUILayout.LabelField("Unity Toon Shader", headerStyle);
EditorGUILayout.LabelField("HDRP Toon Shader", headerStyle);
EditorGUILayout.Space(20);
if (transparencyEnabled != UTS_TransparentMode.On)
@@ -1383,22 +1358,8 @@ namespace UnityEditor.Rendering.Toon
//If the value changes, write to the material.
if (_CullMode_Setting != (int)m_cullingMode)
{
switch (m_cullingMode)
{
case CullingMode.Off:
MaterialSetInt(material, _CullMode, 0);
break;
case CullingMode.Frontface:
MaterialSetInt(material, _CullMode, 1);
break;
default:
MaterialSetInt(material, _CullMode, 2);
break;
}
MaterialSetInt(material, _CullMode, (int)m_cullingMode);
}
}
void GUI_Tranparent(Material material)
{
@@ -1559,17 +1520,14 @@ namespace UnityEditor.Rendering.Toon
void GUI_HairShadow(Material material)
{
var isEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
var isCastEnable = GUI_Toggle(material, Styles.hairShadowCasterText, ShaderPropCastHairShadow,
MaterialGetInt(material, ShaderPropCastHairShadow) != 0);
var isReceiveEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
MaterialGetInt(material, ShaderPropReceiveHairShadow) != 0);
if (isEnabled)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"));
}
else
{
material.DisableKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"));
}
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, isCastEnable);
material.SetKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"), isReceiveEnabled);
}
void GUI_EyeParallax(Material material)
@@ -1718,65 +1676,24 @@ namespace UnityEditor.Rendering.Toon
m_pbrMode = (PBRMode)EditorGUILayout.EnumPopup(Styles.pbrModeText, m_pbrMode);
EditorGUILayout.Space();
switch (m_pbrMode)
void SwitchPbrMode(string targetMode)
{
case PBRMode.Off:
foreach (var pbrMode in PbrModeDefines)
{
material.SetFloat(ShaderPropPBR, (int)PBRMode.Off);
material.EnableKeyword("_PBR_Mode_OFF");
material.DisableKeyword("_PBR_Mode_ST");
material.DisableKeyword("_PBR_Mode_ANISO");
material.DisableKeyword("_PBR_Mode_KK");
material.DisableKeyword("_PBR_Mode_TOON");
if (targetMode == pbrMode)
{
material.EnableKeyword(pbrMode);
}
else
{
material.DisableKeyword(pbrMode);
}
}
break;
case PBRMode.Standard:
{
material.SetFloat(ShaderPropPBR, (int)PBRMode.Standard);
material.DisableKeyword("_PBR_Mode_OFF");
material.EnableKeyword("_PBR_Mode_ST");
material.DisableKeyword("_PBR_Mode_ANISO");
material.DisableKeyword("_PBR_Mode_KK");
material.DisableKeyword("_PBR_Mode_TOON");
}
break;
case PBRMode.Anisotropy:
{
material.SetFloat(ShaderPropPBR, (int)PBRMode.Anisotropy);
material.DisableKeyword("_PBR_Mode_OFF");
material.DisableKeyword("_PBR_Mode_ST");
material.EnableKeyword("_PBR_Mode_ANISO");
material.DisableKeyword("_PBR_Mode_KK");
material.DisableKeyword("_PBR_Mode_TOON");
}
break;
case PBRMode.KKHair:
{
material.SetFloat(ShaderPropPBR, (int)PBRMode.KKHair);
material.DisableKeyword("_PBR_Mode_OFF");
material.DisableKeyword("_PBR_Mode_ST");
material.DisableKeyword("_PBR_Mode_ANISO");
material.EnableKeyword("_PBR_Mode_KK");
material.DisableKeyword("_PBR_Mode_TOON");
}
break;
case PBRMode.Toon:
{
material.SetFloat(ShaderPropPBR, (int)PBRMode.Toon);
material.DisableKeyword("_PBR_Mode_OFF");
material.DisableKeyword("_PBR_Mode_ST");
material.DisableKeyword("_PBR_Mode_ANISO");
material.DisableKeyword("_PBR_Mode_KK");
material.EnableKeyword("_PBR_Mode_TOON");
}
break;
}
material.SetFloat(ShaderPropPBR, (int)m_pbrMode);
SwitchPbrMode(PbrModeDefines[(int)m_pbrMode]);
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale);
if (m_pbrMode != PBRMode.Off)
@@ -2406,18 +2323,18 @@ namespace UnityEditor.Rendering.Toon
internal static void SetupOverDrawTransparentObject(Material material)
{
var srpDefaultLightModeTag = material.GetTag("LightMode", false, OutlineLightingModeName);
if (srpDefaultLightModeTag == OutlineLightingModeName)
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UtsShaderPassName.OUTLINE_PASS_NAME);
if (srpDefaultLightModeTag == UtsShaderPassName.OUTLINE_PASS_NAME)
{
material.SetShaderPassEnabled(OutlineLightingModeName, true);
material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, true);
MaterialSetInt(material, srpDefaultColorMask, 0);
MaterialSetInt(material, srpDefaultCullMode, (int)CullingMode.Backface);
}
}
internal static void SetupOutline(Material material)
{
var srpDefaultLightModeTag = material.GetTag("LightMode", false, OutlineLightingModeName);
if (srpDefaultLightModeTag == OutlineLightingModeName)
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UtsShaderPassName.OUTLINE_PASS_NAME);
if (srpDefaultLightModeTag == UtsShaderPassName.OUTLINE_PASS_NAME)
{
MaterialSetInt(material, srpDefaultColorMask, 15);
MaterialSetInt(material, srpDefaultCullMode, (int)CullingMode.Frontface);
@@ -2427,15 +2344,12 @@ namespace UnityEditor.Rendering.Toon
{
EditorGUILayout.HelpBox("You need to add OutlinePass in custom pass to make outline work properly", MessageType.Warning);
const string kDisableOutlineKeyword = "_DISABLE_OUTLINE";
var isLegacy = (OutlineLightingModeName == "Always");
var srpDefaultLightModeTag = material.GetTag("LightMode", false, OutlineLightingModeName);
var srpDefaultLightModeTag = material.GetTag("LightMode", false, UtsShaderPassName.OUTLINE_PASS_NAME);
var isOutlineEnabled = true;
if (srpDefaultLightModeTag == OutlineLightingModeName)
if (srpDefaultLightModeTag == UtsShaderPassName.OUTLINE_PASS_NAME)
{
const string kOutline = "Outline";
isOutlineEnabled = material.GetShaderPassEnabled(OutlineLightingModeName);
isOutlineEnabled = material.GetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME);
EditorGUI.BeginChangeCheck();
isOutlineEnabled = EditorGUILayout.Toggle(kOutline, isOutlineEnabled);
@@ -2444,20 +2358,11 @@ namespace UnityEditor.Rendering.Toon
m_MaterialEditor.RegisterPropertyChangeUndo(kOutline);
if (isOutlineEnabled)
{
if (isLegacy)
{
material.DisableKeyword(kDisableOutlineKeyword);
}
material.SetShaderPassEnabled(OutlineLightingModeName, true);
material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, true);
}
else
{
if (isLegacy)
{
material.EnableKeyword(kDisableOutlineKeyword);
}
material.SetShaderPassEnabled(OutlineLightingModeName, false);
material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, false);
}
}
}

View File

@@ -1,8 +1,8 @@
{
"name": "Unity.Toonshader.Editor",
"rootNamespace": "Unity.Toonshader.Editor",
"name": "Misaki.HdrpToon.Editor",
"rootNamespace": "Misaki.HdrpToon.Editor",
"references": [
"Unity.Toonshader",
"Misaki.HdrpToon",
"Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Core.Editor",
"Unity.RenderPipelines.HighDefinition.Runtime",

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@@ -6,7 +6,7 @@ using UnityEngine;
// Todo: Change this into a editor window
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
public class ModelOutlineJobs
{

View File

@@ -4,7 +4,7 @@ using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
public class SmoothNormalBakerWindow : EditorWindow
{

View File

@@ -3,14 +3,14 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
public class UTSRendererSettingProvider : SettingsProvider
{
class Styles
{
public static GUIContent outline = new GUIContent("Outline Setting");
public static GUIContent hairShadow = new GUIContent("Hair Shadow Setting");
public static GUIContent outline = new("Outline Setting");
public static GUIContent hairShadow = new("Hair Shadow Setting");
}
private SerializedObject _customSettings;
@@ -30,12 +30,13 @@ namespace Unity.Toonshader.Editor
EditorGUILayout.PropertyField(_customSettings.FindProperty("outlineSetting"), Styles.outline);
EditorGUILayout.PropertyField(_customSettings.FindProperty("hairShadowSetting"), Styles.hairShadow);
_customSettings.ApplyModifiedPropertiesWithoutUndo();
if (EditorGUI.EndChangeCheck())
{
RegisterUTSRenderPass.NotifyRendererSettingChanged();
UTSRenderPassRegistrar.NotifyRendererSettingChanged();
}
_customSettings.ApplyModifiedPropertiesWithoutUndo();
}
public static bool IsSettingsAvailable()

View File

@@ -1,3 +1,58 @@
# hdrp-toon
# HDRP Toon Shader
A high quality toon shader for High Definition Render Pipeline(HDRP)
A high-quality toon shader for the High Definition Render Pipeline (HDRP).
---
## Overview
The HDRP Toon Shader is designed to provide a high-quality toon shading effect for projects using Unity's High Definition Render Pipeline and Unity 6. This shader is ideal for creating stylized, cartoon-like visuals with smooth shading and vibrant colors.
## Docs
[Documentation Page](https://doc.personalnas.com/books/hdrp-toon-documentations)
## Features
- **High-Quality Toon Shading**: Achieve smooth and vibrant toon shading effects.
- **Customizable Parameters**: Easily adjust the shader parameters to fit your artistic needs.
- **HDRP Compatibility**: Fully compatible with Unity's High Definition Render Pipeline, including ray-tracing.
- **Performance Optimized**: Designed to be efficient and performant for real-time applications.
## Pre-Requirements
1. Unity version: 6000.0.27f1 or later
2. HDRP version: 17.0.0 or later
## Installation
1. Open your Unity project.
2. Go to `Window > Package Manager`.
3. Click on the `+` button and select `Add package from git`.
4. In the url input field, type: `https://git.personalnas.com/Misaki/com.misaki.hdrp-toon.git`.
5. Click ok to add package into your project.
## Usage
1. Create a new material in your Unity project.
2. Assign the HDRP Toon Shader to the material.
3. Apply the material to your 3D models.
4. Adjust the shader parameters in the material inspector to achieve the desired look.
## Examples
Here are some examples of the HDRP Toon Shader in action:
![preview-01.png](https://s2.loli.net/2024/12/26/zHdfSXho4csURyx.png)
## Contributing
If you would like to contribute to the development of the HDRP Toon Shader, please follow these steps:
1. Fork the repository.
2. Create a new branch for your feature or bugfix.
3. Commit your changes and push them to your fork.
4. Create a pull request with a description of your changes.
## License
This project is licensed under the MIT License. See the [LICENSE](LICENSE) file for details.

8
Runtime/Constants.meta Normal file
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6987e5a46707b5240a0ec0d6c7374656
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,13 @@
using UnityEngine.Rendering;
namespace Misaki.HdrpToon
{
public static class UtsShaderPassName
{
public const string OUTLINE_PASS_NAME = "Outline";
public const string HAIR_SHADOW_CASTER_PASS_NAME = "HairShadowCaster";
public static readonly ShaderTagId outlinePassId = new(OUTLINE_PASS_NAME);
public static readonly ShaderTagId hairShadowCasterPassId = new(HAIR_SHADOW_CASTER_PASS_NAME);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8a2b199311606f54a9585b9b3ea31e7d

View File

@@ -2,24 +2,20 @@ using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.Rendering.Toon
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
internal class DebugShadowmap : MonoBehaviour
public class DebugShadowmap : MonoBehaviour
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
[SerializeField]
internal bool m_enableShadowmapDebugging = false;
[SerializeField]
internal bool m_enableSelfShadowDebugging = false;
[SerializeField]
internal bool m_enableBinalization = false;
[SerializeField]
internal bool m_enableOutlineDebugging = false;
public bool m_enableShadowmapDebugging = false;
public bool m_enableSelfShadowDebugging = false;
public bool m_enableBinalization = false;
public bool m_enableOutlineDebugging = false;

View File

@@ -7,12 +7,12 @@ using UnityEditor;
using UnityEngine.Rendering.HighDefinition;
using Unity.Properties;
namespace Unity.Rendering.HighDefinition.Toon
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(Light))]
internal class BoxLightAdjustment : MonoBehaviour
public class BoxLightAdjustment : MonoBehaviour
{
private bool _initialized = false;
private bool _srpCallbackInitialized = false;

View File

@@ -3,19 +3,19 @@ using System.IO;
using UnityEditor;
using UnityEngine;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
[Serializable]
public struct UTSOutlineSetting
internal struct UTSOutlineSetting
{
public bool enable;
}
[Serializable]
public struct UtsHairShadowSetting
internal struct UtsHairShadowSetting
{
public bool enable;
public RenderingLayerMask CasterRenderingLayer;
public UTSHairShadowPass.ShadowQuality shadowQuality;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
@@ -25,8 +25,10 @@ namespace Unity.Toonshader
public const string UTS_RENDERING_SETTINGS_PATH = "Assets/Resources/Settings/UTSRenderSettings.asset";
public const string UTS_RENDERING_SETTINGS_RESOURCES_PATH = "Settings/UTSRenderSettings";
public UTSOutlineSetting outlineSetting;
public UtsHairShadowSetting hairShadowSetting;
[SerializeField]
internal UTSOutlineSetting outlineSetting;
[SerializeField]
internal UtsHairShadowSetting hairShadowSetting;
internal static UTSRenderPassSettings GetOrCreateSettings()
{
@@ -43,6 +45,12 @@ namespace Unity.Toonshader
}
else
{
var directory = Path.GetDirectoryName(UTS_RENDERING_SETTINGS_PATH);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
renderingSettings = CreateInstance<UTSRenderPassSettings>();
AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
AssetDatabase.Refresh();

View File

@@ -317,6 +317,7 @@ Shader "HDRP/Toon"
_SDFNoseHighlightSmoothRange("SDFNoseHighlightSmoothRange", Range(0.0, 0.1)) = 0.02
// Hair Shadow
[Toggle(_)] _Is_CastHairShadow("Is_CastHairShadow", Float) = 0
[Toggle(_)] _Is_ReceiveHairShadow("Is_ReceiveHairShadow", Float) = 0
_ShadowBias("ShadowBias", Range(0.0, 5.0)) = 0.0
@@ -1156,6 +1157,34 @@ Shader "HDRP/Toon"
ENDHLSL
}
Pass
{
Name "HairShadowCaster"
Tags{ "LightMode" = "HairShadowCaster" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#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/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/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
SubShader

View File

@@ -910,7 +910,7 @@ void Frag(PackedVaryingsToPS packedInput,
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
#endif
#if defined(_RECEIVE_HAIR_SHADOW) && defined(_HAIR_SHADOWS)
#ifdef _RECEIVE_HAIR_SHADOW
// Push the face fragment view space position towards the light for a little bit
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
@@ -924,8 +924,8 @@ void Frag(PackedVaryingsToPS packedInput,
float2 samplingPoint = (input.positionSS.xy + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2 (1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
// Then sample the hair buffer, to see if the fragment lands in shadow.
float4 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint);
float hairDepth = hairBuffer.r;
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);

View File

@@ -344,6 +344,8 @@ CBUFFER_END
float _Outline_MaxWidth;
float4 _HairShadowRTHandleScale;
float _HairShadowDistance;
float _HairShadowDistanceScaleFactor;
float _HairShadowDepthBias;

View File

@@ -1,6 +1,6 @@
using UnityEngine.Rendering;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
[GenerateHLSL]
public enum UTS_BSDFDebug

View File

@@ -1,7 +1,7 @@
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
public static class UTSDebugPanel
{

View File

@@ -1,108 +1,145 @@
using Unity.Toonshader;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering.RendererUtils;
[HideInInspector]
public class UTSHairShadowPass : DrawRenderersCustomPass
namespace Misaki.HdrpToon
{
private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
private const string Hair_Shadow_Depth_Bias_Prop_Name = "_HairShadowDepthBias";
private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
private const string Output_RT_Name = "_HairShadowTex";
private RTHandle _outputRTHandle;
private bool _isEnable = false;
public UnityEngine.RenderingLayerMask renderingLayerMask;
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
[HideInInspector]
internal class UTSHairShadowPass : DrawRenderersCustomPass
{
_outputRTHandle?.Release();
_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
SetEnable(true);
}
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null || !utsRenderer.enableHairShadow.value || !utsRenderer.enable.value)
public enum ShadowQuality
{
SetEnable(false);
return;
Low,
High
}
if (!_isEnable)
private const string Hair_Shadow_RTHandle_Scale_Prop_Name = "_HairShadowRTHandleScale";
private const string Hair_Shadow_Distance_Prop_Name = "_HairShadowDistance";
private const string Hair_Shadow_Distance_Scale_Prop_Name = "_HairShadowDistanceScaleFactor";
private const string Hair_Shadow_Depth_Bias_Prop_Name = "_HairShadowDepthBias";
private const string Hair_Shadow_FadeIn_Prop_Name = "_HairShadowFadeInDistance";
private const string Hair_Shadow_Fade_Out_Prop_Name = "_HairShadowFadeOutDistance";
private const string Output_RT_Name = "_HairShadowTex";
private RTHandle _outputRTHandle;
private bool _needReallocate;
private ShadowQuality _shadowQuality = ShadowQuality.High;
internal ShadowQuality CurrentShadowQuality
{
return;
get => _shadowQuality;
set
{
if (_shadowQuality == value)
{
return;
}
_shadowQuality = value;
_needReallocate = true;
}
}
SetShadowProperty(utsRenderer);
if (_outputRTHandle != null)
private bool ShouldReallocateBuffer()
{
return _outputRTHandle == null || _outputRTHandle.rt == null || !_outputRTHandle.rt.IsCreated() || _needReallocate;
}
private void ReallocateBuffer()
{
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
var scale = _shadowQuality switch
{
ShadowQuality.Low => new Vector2(0.5f, 0.5f),
ShadowQuality.High => Vector2.one,
_ => Vector2.zero
};
var format = _shadowQuality switch
{
ShadowQuality.Low => GraphicsFormat.D16_UNorm,
ShadowQuality.High => GraphicsFormat.D32_SFloat,
_ => GraphicsFormat.D16_UNorm
};
_outputRTHandle?.Release();
_outputRTHandle = RTHandles.Alloc(scale, colorFormat: format, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
Shader.SetGlobalTexture(Output_RT_Name, _outputRTHandle);
CoreUtils.SetRenderTarget(ctx.cmd, _outputRTHandle, ClearFlag.DepthStencil);
_needReallocate = false;
}
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
depthState = new DepthState(true, CompareFunction.LessEqual),
};
ReallocateBuffer();
}
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
protected override void Execute(CustomPassContext ctx)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
}
private static void SetShadowProperty(UTSRenderer utsRenderer)
{
Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
Shader.SetGlobalFloat(Hair_Shadow_Distance_Scale_Prop_Name, utsRenderer.shadowDistanceScale.value);
Shader.SetGlobalFloat(Hair_Shadow_Depth_Bias_Prop_Name, utsRenderer.shadowDepthBias.value);
Shader.SetGlobalFloat(Hair_Shadow_FadeIn_Prop_Name, utsRenderer.shadowFadeIn.value);
Shader.SetGlobalFloat(Hair_Shadow_Fade_Out_Prop_Name, utsRenderer.shadowFadeOut.value);
}
protected override void Cleanup()
{
Release();
}
public void Release()
{
SetEnable(false);
_outputRTHandle?.Release();
}
public void SetEnable(bool isEnable)
{
if (_isEnable != isEnable)
{
if (isEnable)
if (ShouldReallocateBuffer())
{
Shader.EnableKeyword("_HAIR_SHADOWS");
}
else
{
Shader.DisableKeyword("_HAIR_SHADOWS");
ReallocateBuffer();
return;
}
_isEnable = isEnable;
CoreUtils.SetRenderTarget(ctx.cmd, _outputRTHandle, ClearFlag.DepthStencil);
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
var shouldRender = utsRenderer != null && utsRenderer.enableHairShadow.value && utsRenderer.state.value;
if (!shouldRender)
{
CoreUtils.ClearRenderTarget(ctx.cmd, ClearFlag.DepthStencil, Color.black);
return;
}
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
{
depthState = new DepthState(true, CompareFunction.LessEqual),
};
var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
Shader.SetGlobalVector(Hair_Shadow_RTHandle_Scale_Prop_Name, _outputRTHandle.rtHandleProperties.rtHandleScale);
Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
Shader.SetGlobalFloat(Hair_Shadow_Distance_Scale_Prop_Name, utsRenderer.shadowDistanceScale.value);
Shader.SetGlobalFloat(Hair_Shadow_Depth_Bias_Prop_Name, utsRenderer.shadowDepthBias.value);
Shader.SetGlobalFloat(Hair_Shadow_FadeIn_Prop_Name, utsRenderer.shadowFadeIn.value);
Shader.SetGlobalFloat(Hair_Shadow_Fade_Out_Prop_Name, utsRenderer.shadowFadeOut.value);
}
protected override void Cleanup()
{
Release();
}
public void Release()
{
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
_outputRTHandle?.Release();
}
}
}

View File

@@ -1,41 +1,45 @@
using Unity.Toonshader;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
[HideInInspector]
public class UTSOutlinePass : DrawRenderersCustomPass
namespace Misaki.HdrpToon
{
private ShaderTagId outlineTag = new("Outline");
protected override void Execute(CustomPassContext ctx)
[HideInInspector]
internal class UTSOutlinePass : DrawRenderersCustomPass
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
return;
if (!utsRenderer.enableOutline.value || !utsRenderer.enable.value)
return;
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
protected override void Execute(CustomPassContext ctx)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
// We disable the stencil when the depth is overwritten but we don't write to it, to prevent writing to the stencil.
stencilState = new StencilState(false),
};
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
{
return;
}
var renderConfig = HDUtils.GetRendererConfiguration(false, false);
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
};
if (!utsRenderer.enableOutline.value || !utsRenderer.state.value)
{
return;
}
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
// We disable the stencil when the depth is overwritten but we don't write to it, to prevent writing to the stencil.
stencilState = new StencilState(false),
};
var renderConfig = HDUtils.GetRendererConfiguration(false, false);
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(UtsShaderPassName.outlinePassId, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
}
}
}

View File

@@ -0,0 +1,91 @@
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace Misaki.HdrpToon
{
internal class UTSPass : CustomPass
{
private const int Adjustment_Curve_Precision = 128;
private const string Compensation_Prop_Name = "_ToonEvAdjustmentCompensation";
private const string Exposure_Adjustment_Prop_Name = "_ToonEvAdjustmentCurve";
private const string Exposure_Array_Prop_Name = "_ToonEvAdjustmentValueArray";
private const string Exposure_Min_Prop_Name = "_ToonEvAdjustmentValueMin";
private const string Exposure_Max_Prop_Name = "_ToonEvAdjustmentValueMax";
private const string Toon_Light_Filter_Prop_Name = "_ToonLightHiCutFilter";
private const string Ignore_Volume_Exposure_Prop_Name = "_ToonIgnoreExposureMultiplier";
private float _max;
private float _min;
private float[] _exposureArray;
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_exposureArray = new float[Adjustment_Curve_Precision];
}
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
{
return;
}
var toonEVAdjustment = utsRenderer.toonEVAdjustment.value ? 1 : 0;
var lightIntensityLimiter = utsRenderer.lightIntensityLimiter.value ? 1 : 0;
var ignoreVolumeExposure = utsRenderer.ignoreVolumeExposure.value ? 1 : 0;
var compensation = utsRenderer.compensation.value;
if (!utsRenderer.state.value)
{
_min = 0;
_max = 0;
_exposureArray.AsSpan().Fill(0);
toonEVAdjustment = 0;
lightIntensityLimiter = 0;
ignoreVolumeExposure = 0;
compensation = 0;
}
else
{
// Fail safe in case the curve is deleted / has 0 point
var curve = utsRenderer.adjustmentCurve.value;
if (curve == null || curve.length == 0)
{
_min = 0f;
_max = 0f;
_exposureArray.AsSpan().Fill(0);
}
else
{
_min = curve[0].time;
_max = curve[curve.length - 1].time;
var step = (_max - _min) / (Adjustment_Curve_Precision - 1f);
for (var i = 0; i < Adjustment_Curve_Precision; i++)
{
_exposureArray[i] = curve.Evaluate(_min + step * i);
}
}
}
Shader.SetGlobalFloatArray(Exposure_Array_Prop_Name, _exposureArray);
Shader.SetGlobalFloat(Exposure_Min_Prop_Name, _min);
Shader.SetGlobalFloat(Exposure_Max_Prop_Name, _max);
Shader.SetGlobalInt(Exposure_Adjustment_Prop_Name, toonEVAdjustment);
Shader.SetGlobalInt(Toon_Light_Filter_Prop_Name, lightIntensityLimiter);
Shader.SetGlobalInt(Ignore_Volume_Exposure_Prop_Name, ignoreVolumeExposure);
Shader.SetGlobalFloat(Compensation_Prop_Name, compensation);
}
protected override void Cleanup()
{
_exposureArray = null;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be0dbffe58fd1fc48a45d8a6e1791ac0

View File

@@ -1,19 +1,23 @@
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public static class RegisterUTSRenderPass
public static class UTSRenderPassRegistrar
{
private static readonly UTSRenderPassSettings _renderSetting;
private static UTSRenderPassSettings _renderSetting;
private static readonly UTSOutlinePass _outlinePass;
private static readonly UTSHairShadowPass _hairShadowPass;
private static UTSPass _utsPass;
private static UTSHairShadowPass _hairShadowPass;
private static UTSOutlinePass _outlinePass;
static RegisterUTSRenderPass()
static UTSRenderPassRegistrar() => RegisterCustomPasses();
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
if (_renderSetting == null)
@@ -21,43 +25,54 @@ namespace Unity.Toonshader
return;
}
_outlinePass = new()
_utsPass = new UTSPass()
{
name = "UTS Outline",
name = "UTS Pass",
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
_hairShadowPass = new()
{
name = "UTS Hair Shadow Map",
renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer,
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
RegisterCustomPasses();
}
_outlinePass = new()
{
name = "UTS Outline",
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforeRendering, _utsPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
NotifyRendererSettingChanged();
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_utsPass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
_hairShadowPass.Release();
}
public static void NotifyRendererSettingChanged()
{
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
if (_hairShadowPass == null || _outlinePass == null)
{
return;
}
_hairShadowPass.enabled = _renderSetting.hairShadowSetting.enable;
_hairShadowPass.CurrentShadowQuality = _renderSetting.hairShadowSetting.shadowQuality;
if (!_renderSetting.hairShadowSetting.enable)
{
_hairShadowPass.Release();
}
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
}

View File

@@ -1,198 +1,39 @@
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
[Serializable, VolumeComponentMenu("Rendering/Unity Toon Shader")]
[Serializable, VolumeComponentMenu("Rendering/UTS Renderer")]
public class UTSRenderer : VolumeComponent
{
// flags
bool _initialized = false;
const int kAdjustmentCurvePrecision = 128;
const string kCompensationPropName = "_ToonEvAdjustmentCompensation";
const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
const string kIgnoreVolumeExposurePropName = "_ToonIgnoreExposureMultiplier";
[SerializeField]
internal float[] _ExposureArray;
[SerializeField]
internal float _Max, _Min;
//CustomPassVolume customPassVolume = new();
//UTSOutlinePass outlinePass = new();
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
public BoolParameter enable = new BoolParameter(false, BoolParameter.DisplayType.EnumPopup);
public BoolParameter state = new(false, BoolParameter.DisplayType.EnumPopup);
[Space]
[Header("Outline")]
public BoolParameter enableOutline = new BoolParameter(false);
public MinFloatParameter outlineMaxWidth = new MinFloatParameter(1.0f, 0.0f);
public BoolParameter enableOutline = new(false);
public MinFloatParameter outlineMaxWidth = new(1.0f, 0.0f);
[Space]
[Header("Hair Shadow")]
public BoolParameter enableHairShadow = new BoolParameter(false);
public ClampedFloatParameter shadowDistance = new ClampedFloatParameter(5.0f, 0.0f, 20.0f);
public ClampedFloatParameter shadowDistanceScale = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
public ClampedFloatParameter shadowDepthBias = new ClampedFloatParameter(0f, 0.0f, 0.01f);
public FloatParameter shadowFadeIn = new FloatParameter(45f);
public FloatParameter shadowFadeOut = new FloatParameter(50f);
public BoolParameter enableHairShadow = new(false);
public ClampedFloatParameter shadowDistance = new(5.0f, 0.0f, 20.0f);
public ClampedFloatParameter shadowDistanceScale = new(0.5f, 0.0f, 1.0f);
public ClampedFloatParameter shadowDepthBias = new(0f, 0.0f, 0.01f);
public FloatParameter shadowFadeIn = new(45f);
public FloatParameter shadowFadeOut = new(50f);
[Space]
[Header("Exposure")]
public BoolParameter ignoreVolumeExposure = new BoolParameter(false);
public BoolParameter lightIntensityLimiter = new BoolParameter(false);
public MinFloatParameter compensation = new MinFloatParameter(0.0f, 0.0f);
public BoolParameter toonEVAdjustment = new BoolParameter(false);
public AnimationCurveParameter adjustmentCurve = new AnimationCurveParameter(DefaultAnimationCurve());
public BoolParameter ignoreVolumeExposure = new(false);
public BoolParameter lightIntensityLimiter = new(false);
public MinFloatParameter compensation = new(0.0f, 0.0f);
public BoolParameter toonEVAdjustment = new(false);
public AnimationCurveParameter adjustmentCurve = new(DefaultAnimationCurve());
UTSRenderer()
{
displayName = "UTS Renderer";
}
protected override void OnEnable()
{
base.OnEnable();
UTSDebugPanel.OnEnable();
Initialize();
}
protected override void OnDisable()
{
base.OnDisable();
UTSDebugPanel.OnDisable();
Release();
}
private void OnValidate()
{
if (!enable.value)
{
Release();
return;
}
Initialize();
if (!_initialized)
{
return;
}
// Fail safe in case the curve is deleted / has 0 point
var curve = adjustmentCurve.value;
if (curve == null || curve.length == 0)
{
_Min = 0f;
_Max = 0f;
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
_ExposureArray[i] = 0.0f;
}
else
{
_Min = curve[0].time;
_Max = curve[curve.length - 1].time;
var step = (_Max - _Min) / (kAdjustmentCurvePrecision - 1f);
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
_ExposureArray[i] = curve.Evaluate(_Min + step * i);
}
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
{
// on compile begin
m_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
{
// on compile end
m_isCompiling = false;
}
#endif
Shader.SetGlobalFloatArray(kExposureArrayPropName, _ExposureArray);
Shader.SetGlobalFloat(kExposureMinPropName, _Min);
Shader.SetGlobalFloat(kExposureMaxPropName, _Max);
Shader.SetGlobalInt(kExposureAdjustmentPropName, toonEVAdjustment.value ? 1 : 0);
Shader.SetGlobalInt(kToonLightFilterPropName, lightIntensityLimiter.value ? 1 : 0);
Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, ignoreVolumeExposure.value ? 1 : 0);
Shader.SetGlobalFloat(kCompensationPropName, compensation.value);
}
internal static AnimationCurve DefaultAnimationCurve()
private static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
void Initialize()
{
if (_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
if (_ExposureArray == null || _ExposureArray.Length != kAdjustmentCurvePrecision)
{
_ExposureArray = new float[kAdjustmentCurvePrecision];
}
_initialized = true;
}
protected override void OnDestroy()
{
base.OnDestroy();
Release();
}
new void Release()
{
if (_initialized)
{
_ExposureArray = null;
Shader.SetGlobalFloat(kExposureMinPropName, 0);
Shader.SetGlobalFloat(kExposureMaxPropName, 0);
Shader.SetGlobalInt(kExposureAdjustmentPropName, 0);
Shader.SetGlobalInt(kToonLightFilterPropName, 0);
Shader.SetGlobalInt(kIgnoreVolumeExposurePropName, 0);
Shader.SetGlobalFloat(kCompensationPropName, 0);
}
_initialized = false;
base.Release();
}
private void Reset()
{
OnDisable();
OnEnable();
DefaultAnimationCurve();
}
}
}
}

View File

@@ -1,6 +1,6 @@
{
"name": "Unity.Toonshader",
"rootNamespace": "Unity.Toonshader",
"name": "Misaki.HdrpToon",
"rootNamespace": "Misaki.HdrpToon",
"references": [
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
"GUID:3eae0364be2026648bf74846acb8a731",

View File

@@ -1,22 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityObject = UnityEngine.Object;
using System.Linq;
namespace Unity.Rendering.Toon
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[UTSHelpURL("ToonEVAdjustment")]
internal class ModelToonEvAdjustment : MonoBehaviour
public class ModelToonEvAdjustment : MonoBehaviour
{
const string kCompensationPorpName = "_ToonEvAdjustmentCompensation";
const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
@@ -31,30 +24,20 @@ namespace Unity.Rendering.Toon
const int kAdjustmentCurvePrecision = 128;
[SerializeField]
internal bool m_ToonLightHiCutFilter = false;
[SerializeField]
internal bool m_ExposureAdjustmnt = false;
[SerializeField]
internal bool m_IgnorVolumeExposure = false;
[SerializeField]
internal AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
[SerializeField]
internal float[] m_ExposureArray;
[SerializeField]
internal float m_Max, m_Min;
[SerializeField]
internal float m_Compensation;
public bool m_ToonLightHiCutFilter = false;
public bool m_ExposureAdjustmnt = false;
public bool m_IgnorVolumeExposure = false;
public AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
public float[] m_ExposureArray;
public float m_Max, m_Min;
public float m_Compensation;
internal GameObject[] m_Objs;
[SerializeField]
// [HideInInspector]
// [HideInInspector]
Renderer[] m_Renderers;
[SerializeField]
// [HideInInspector]
// [HideInInspector]
MaterialPropertyBlock[] m_MaterialPropertyBlocks;
#if UNITY_EDITOR
@@ -111,16 +94,16 @@ namespace Unity.Rendering.Toon
m_Min = 0f;
m_Max = 0f;
for (int i = 0; i < kAdjustmentCurvePrecision; i++)
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = 0.0f;
}
else
{
m_Min = curve[0].time;
m_Max = curve[curve.length - 1].time;
float step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
for (int i = 0; i < kAdjustmentCurvePrecision; i++)
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
}
@@ -143,8 +126,8 @@ namespace Unity.Rendering.Toon
int length = m_Renderers.Length;
for (int ii = 0; ii < length; ii++)
var length = m_Renderers.Length;
for (var ii = 0; ii < length; ii++)
{
m_Renderers[ii].GetPropertyBlock(m_MaterialPropertyBlocks[ii]);
@@ -209,13 +192,13 @@ namespace Unity.Rendering.Toon
m_Objs = new GameObject[1];
m_Objs[0] = this.gameObject;
}
int objCount = m_Objs.Length;
int rendererCount = 0;
var objCount = m_Objs.Length;
var rendererCount = 0;
List<Renderer> rendererList = new List<Renderer>();
for (int ii = 0; ii < objCount; ii++)
var rendererList = new List<Renderer>();
for (var ii = 0; ii < objCount; ii++)
{
if (m_Objs[ii] == null )
if (m_Objs[ii] == null)
{
continue;
}
@@ -227,20 +210,20 @@ namespace Unity.Rendering.Toon
rendererCount++;
rendererList.Add(renderer);
}
GameObject[] childGameObjects = m_Objs[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
int childCount = childGameObjects.Length;
for (int jj = 0; jj < childCount; jj++)
var childGameObjects = m_Objs[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
var childCount = childGameObjects.Length;
for (var jj = 0; jj < childCount; jj++)
{
if (m_Objs[ii] == childGameObjects[jj])
continue;
var modelToonEvAdjustment = childGameObjects[jj].GetComponent<ModelToonEvAdjustment>();
if ( modelToonEvAdjustment != null )
if (modelToonEvAdjustment != null)
{
break;
}
renderer = childGameObjects[jj].GetComponent<Renderer>();
if ( renderer != null )
if (renderer != null)
{
rendererList.Add(renderer);
rendererCount++;
@@ -249,12 +232,12 @@ namespace Unity.Rendering.Toon
}
if (rendererCount != 0)
{
m_MaterialPropertyBlocks = new MaterialPropertyBlock[rendererCount];
m_Renderers = rendererList.ToArray();
for (int ii = 0; ii < rendererCount; ii++)
for (var ii = 0; ii < rendererCount; ii++)
{
m_MaterialPropertyBlocks[ii] = new MaterialPropertyBlock();
}
@@ -272,10 +255,10 @@ namespace Unity.Rendering.Toon
if (m_initialized)
{
m_ExposureArray = null;
if (m_Renderers != null )
if (m_Renderers != null)
{
int length = m_Renderers.Length;
for (int ii = 0; ii < length; ii++)
var length = m_Renderers.Length;
for (var ii = 0; ii < length; ii++)
{
m_Renderers[ii].SetPropertyBlock(null);
}

View File

@@ -2,15 +2,14 @@ using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.Rendering.Toon
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[UTSHelpURL("ToonEVAdjustment")]
internal class SceneToonEvAdjustment : MonoBehaviour
public class SceneToonEvAdjustment : MonoBehaviour
{
// flags
bool m_initialized = false;
@@ -69,10 +68,11 @@ namespace Unity.Rendering.Toon
DefaultAnimationCurve();
}
internal static AnimationCurve DefaultAnimationCurve()
public static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
void Update()
{
@@ -82,7 +82,7 @@ namespace Unity.Rendering.Toon
// Fail safe in case the curve is deleted / has 0 point
AnimationCurve curve = m_AnimationCurve;
var curve = m_AnimationCurve;
if (curve == null || curve.length == 0)
@@ -90,16 +90,16 @@ namespace Unity.Rendering.Toon
m_Min = 0f;
m_Max = 0f;
for (int i = 0; i < kAdjustmentCurvePrecision; i++)
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = 0.0f;
}
else
{
m_Min = curve[0].time;
m_Max = curve[curve.length - 1].time;
float step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
for (int i = 0; i < kAdjustmentCurvePrecision; i++)
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
}

View File

@@ -1,13 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityObject = UnityEngine.Object;
namespace Unity.Rendering.Toon
namespace Misaki.HdrpToon
{
#if UNITY_2021_1_OR_NEWER
internal class UTSHelpURLAttribute : HelpURLAttribute

View File

@@ -1,6 +1,6 @@
{
"name": "com.misaki.hdrp-toon",
"version": "2.0.2",
"version": "2.0.5",
"displayName": "HDRP Toon",
"description": "A high quality toon shader for High Definition Render Pipeline(HDRP)",
"changelogUrl": "https://git.personalnas.com/Misaki/hdrp-toon/src/branch/develop/CHANGELOG.md",