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2.0.5
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48bbf1fa20 |
24
CHANGELOG.md
24
CHANGELOG.md
@@ -2,6 +2,30 @@
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All notable changes to this project will be documented in this file.
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## [2.0.5] - 08-Jan-2025
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### Added
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- Added UTSPass custom pass;
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- Added HairShadowCaster shader pass;
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|
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### Changed
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- Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
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- Changed namespace;
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- Removed the dependency of layer mask of hair shadow caster;
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## [2.0.2] - 26-Dec-2024
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### Changed
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- Changed the defualt UTS rendering settings location;
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- Removed the dependency of RenderingLayerMask in UTSOutlinePass;
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### Fixed
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- Fixed the bug from shader gui drawer : [Worker0] Failed to create MaterialEnum, enum UnityEditor.Rendering.HighDefinition.TransparentCullMode not found;
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- Fixed the bug that outline does not rendering when material type is set to transparent;
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- Fixed the bug that hair shadow buffer does not rendering the object that material type is set to transparent;
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|
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---
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## [2.0.1] - 11-Nov-2024
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### Added
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||||
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||||
@@ -1,13 +1,10 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using Unity.Rendering.Toon;
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namespace UnityEditor.Rendering.Toon
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namespace Misaki.HdrpToon.Editor
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{
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[CustomEditor(typeof(DebugShadowmap))]
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internal class DebugShadowmapInspector : Editor
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internal class DebugShadowmapInspector : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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@@ -19,14 +16,14 @@ namespace UnityEditor.Rendering.Toon
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|
||||
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bool isChanged = false;
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var isChanged = false;
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var obj = target as DebugShadowmap;
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// hi cut filter
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EditorGUI.BeginChangeCheck();
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bool showShadow = EditorGUILayout.Toggle(labelDebugShadowmap, obj.m_enableShadowmapDebugging);
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var showShadow = EditorGUILayout.Toggle(labelDebugShadowmap, obj.m_enableShadowmapDebugging);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(target, "Changed Shadowmap debbuging flag");
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@@ -41,7 +38,7 @@ namespace UnityEditor.Rendering.Toon
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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bool binalization = EditorGUILayout.Toggle(labelBinalization, obj.m_enableBinalization);
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var binalization = EditorGUILayout.Toggle(labelBinalization, obj.m_enableBinalization);
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|
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if (EditorGUI.EndChangeCheck())
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{
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@@ -59,7 +56,7 @@ namespace UnityEditor.Rendering.Toon
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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bool showSlefShadow = EditorGUILayout.Toggle(labelDebugSelfShadow, obj.m_enableSelfShadowDebugging);
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var showSlefShadow = EditorGUILayout.Toggle(labelDebugSelfShadow, obj.m_enableSelfShadowDebugging);
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|
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if (EditorGUI.EndChangeCheck())
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{
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@@ -72,7 +69,7 @@ namespace UnityEditor.Rendering.Toon
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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bool showOutline = EditorGUILayout.Toggle(labelNoOutline, obj.m_enableOutlineDebugging);
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var showOutline = EditorGUILayout.Toggle(labelNoOutline, obj.m_enableOutlineDebugging);
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if (EditorGUI.EndChangeCheck())
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{
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@@ -3,7 +3,7 @@ using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Unity.Toonshader.Editor
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namespace Misaki.HdrpToon.Editor
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{
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public class ConverterInitializer
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{
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||||
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@@ -1,6 +1,6 @@
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using UnityEngine;
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namespace Unity.Toonshader.Editor
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namespace Misaki.HdrpToon.Editor
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||||
{
|
||||
public struct QuaternionToVector3Converter
|
||||
{
|
||||
|
||||
@@ -1,13 +1,11 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Unity.Rendering.Toon;
|
||||
namespace UnityEditor.Rendering.Toon
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||||
using UnityEngine;
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||||
|
||||
namespace Misaki.HdrpToon.Editor
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||||
{
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[CustomEditor(typeof(ModelToonEvAdjustment))]
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||||
|
||||
internal class ModelToonEvAdjustmentInspector : Editor
|
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internal class ModelToonEvAdjustmentInspector : UnityEditor.Editor
|
||||
{
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||||
SerializedObject m_SerializedObject;
|
||||
|
||||
@@ -20,14 +18,14 @@ namespace UnityEditor.Rendering.Toon
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const string labeIgnoreVolumeExposure = "Ignore Volume Exposure";
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const string labelCompensation = "Compensation";
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||||
|
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bool isChanged = false;
|
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var isChanged = false;
|
||||
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var obj = target as ModelToonEvAdjustment;
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// hi cut filter
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EditorGUI.BeginChangeCheck();
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bool egnoreExposure = EditorGUILayout.Toggle(labeIgnoreVolumeExposure, obj.m_IgnorVolumeExposure);
|
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var egnoreExposure = EditorGUILayout.Toggle(labeIgnoreVolumeExposure, obj.m_IgnorVolumeExposure);
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if (EditorGUI.EndChangeCheck())
|
||||
{
|
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Undo.RecordObject(target, "Changed Ignore Volume Exposure");
|
||||
@@ -38,7 +36,7 @@ namespace UnityEditor.Rendering.Toon
|
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// hi cut filter
|
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EditorGUI.BeginChangeCheck();
|
||||
|
||||
bool lightFilterr = EditorGUILayout.Toggle(labelLightHighCutFilter, obj.m_ToonLightHiCutFilter);
|
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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
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// Compensation
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EditorGUILayout.BeginHorizontal();
|
||||
EditorGUI.BeginChangeCheck();
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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);
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// var curve = EditorGUILayout.CurveField(labelExposureCurave, obj.m_AnimationCurve, Color.green,ranges);
|
||||
AnimationCurve curve = EditorGUILayout.CurveField(labelLightAdjustmentCurve, obj.m_AnimationCurve);
|
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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));
|
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var buttonIsPressed = GUILayout.Button("Reset", GUILayout.Width(50));
|
||||
var curve2 = obj.m_AnimationCurve;
|
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if (buttonIsPressed)
|
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{
|
||||
@@ -134,7 +132,7 @@ namespace UnityEditor.Rendering.Toon
|
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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;
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if (go == null)
|
||||
go.AddComponent<ModelToonEvAdjustment>();
|
||||
go.AddComponent<ModelToonEvAdjustment>();
|
||||
else
|
||||
{
|
||||
Debug.LogError("Please, select a GameObject you want to attach.");
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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" };
|
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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 };
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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",
|
||||
@@ -6,7 +6,7 @@ using UnityEngine;
|
||||
|
||||
// Todo: Change this into a editor window
|
||||
|
||||
namespace Unity.Toonshader.Editor
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class ModelOutlineJobs
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using UnityEditor.UIElements;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace Unity.Toonshader.Editor
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class SmoothNormalBakerWindow : EditorWindow
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
|
||||
59
README.md
59
README.md
@@ -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:
|
||||
|
||||

|
||||
|
||||
## 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
8
Runtime/Constants.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6987e5a46707b5240a0ec0d6c7374656
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
13
Runtime/Constants/UtsShaderPassName.cs
Normal file
13
Runtime/Constants/UtsShaderPassName.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
2
Runtime/Constants/UtsShaderPassName.cs.meta
Normal file
2
Runtime/Constants/UtsShaderPassName.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a2b199311606f54a9585b9b3ea31e7d
|
||||
@@ -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;
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -344,6 +344,8 @@ CBUFFER_END
|
||||
|
||||
float _Outline_MaxWidth;
|
||||
|
||||
float4 _HairShadowRTHandleScale;
|
||||
|
||||
float _HairShadowDistance;
|
||||
float _HairShadowDistanceScaleFactor;
|
||||
float _HairShadowDepthBias;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Unity.Toonshader
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
[GenerateHLSL]
|
||||
public enum UTS_BSDFDebug
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Unity.Toonshader
|
||||
namespace Misaki.HdrpToon
|
||||
{
|
||||
public static class UTSDebugPanel
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
91
Runtime/HDRP/UTS Renderer/UTSPass.cs
Normal file
91
Runtime/HDRP/UTS Renderer/UTSPass.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Runtime/HDRP/UTS Renderer/UTSPass.cs.meta
Normal file
2
Runtime/HDRP/UTS Renderer/UTSPass.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be0dbffe58fd1fc48a45d8a6e1791ac0
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "Unity.Toonshader",
|
||||
"rootNamespace": "Unity.Toonshader",
|
||||
"name": "Misaki.HdrpToon",
|
||||
"rootNamespace": "Misaki.HdrpToon",
|
||||
"references": [
|
||||
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
|
||||
"GUID:3eae0364be2026648bf74846acb8a731",
|
||||
@@ -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++;
|
||||
@@ -254,7 +237,7 @@ namespace Unity.Rendering.Toon
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
Reference in New Issue
Block a user