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2.0.2
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43
CHANGELOG.md
Normal file
43
CHANGELOG.md
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@@ -0,0 +1,43 @@
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|||||||
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# Changelog
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||||||
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||||||
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All notable changes to this project will be documented in this file.
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||||||
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## [2.0.2] - 26-Dec-2024
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||||||
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### Changed
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||||||
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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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||||||
|
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||||||
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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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||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## [2.0.1] - 11-Nov-2024
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||||||
|
|
||||||
|
### Added
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||||||
|
- Added custom editor for BoxLightAdjustment;
|
||||||
|
|
||||||
|
### Changed
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||||||
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- Changed the outline layer and hair shadow caster layer from LayerMask to RenderingLayerMask;
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||||||
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- Changed the RenderingLayerMask update from every frame to when property changed;
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||||||
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- Chnaged the light following calculation from Update to LateUpdate;
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||||||
|
|
||||||
|
---
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||||||
|
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||||||
|
## [2.0.0] - 23-Oct-2024
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||||||
|
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||||||
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### Added
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||||||
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- Added the support of HDRP 17;
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||||||
|
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||||||
|
### Changed
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||||||
|
- Changed GameObject custom pass to global custom pass;
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||||||
|
|
||||||
|
### Fixed
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||||||
|
- Fixed dependency problem in package.json file;
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||||||
|
|
||||||
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### Removed
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||||||
|
- Removed HairShaodwPassDrawer;
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||||||
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- Removed UTSOutLinePassDrawer;
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||||||
@@ -1,7 +1,6 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: b8d9ae1381ecb2141b4a741976d1c827
|
guid: f6d3b51789082774690f2051bbca2438
|
||||||
folderAsset: yes
|
TextScriptImporter:
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
@@ -18,8 +18,6 @@ namespace Unity.Toonshader.Editor
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return base.CreateInspectorGUI();
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return base.CreateInspectorGUI();
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||||||
}
|
}
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||||||
|
|
||||||
var boxLightAdjustment = (BoxLightAdjustment)target;
|
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||||||
|
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||||||
var root = new VisualElement
|
var root = new VisualElement
|
||||||
{
|
{
|
||||||
dataSource = target
|
dataSource = target
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||||||
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|||||||
@@ -2515,7 +2515,8 @@ namespace UnityEditor.Rendering.Toon
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GUI_FloatProperty(material, Styles.nearestDistanceText);
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GUI_FloatProperty(material, Styles.nearestDistanceText);
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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||||||
|
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||||||
var useOutlineTexture = GUI_Toggle(material, Styles.outlineColorMapText, ShaderPropIs_OutlineTex, MaterialGetInt(material, ShaderPropIs_OutlineTex) != 0); ;
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var useOutlineTexture = GUI_Toggle(material, Styles.outlineColorMapText, ShaderPropIs_OutlineTex, MaterialGetInt(material, ShaderPropIs_OutlineTex) != 0);
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|
;
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EditorGUI.BeginDisabledGroup(!useOutlineTexture);
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EditorGUI.BeginDisabledGroup(!useOutlineTexture);
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m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex);
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m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex);
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EditorGUI.EndDisabledGroup();
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EditorGUI.EndDisabledGroup();
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||||||
|
|||||||
59
README.md
59
README.md
@@ -1,3 +1,58 @@
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# hdrp-toon
|
# HDRP Toon Shader
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|
|
||||||
A high quality toon shader for High Definition Render Pipeline(HDRP)
|
A high-quality toon shader for the High Definition Render Pipeline (HDRP).
|
||||||
|
|
||||||
|
---
|
||||||
|
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||||||
|
## Overview
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|
|
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|
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.
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||||||
|
|
||||||
|
## 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
|
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|
1. Unity version: 6000.0.27f1 or later
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|
2. HDRP version: 17.0.0 or later
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||||||
|
|
||||||
|
## Installation
|
||||||
|
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||||||
|
1. Open your Unity project.
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|
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`.
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||||||
|
5. Click ok to add package into your project.
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||||||
|
|
||||||
|
## Usage
|
||||||
|
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||||||
|
1. Create a new material in your Unity project.
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|
2. Assign the HDRP Toon Shader to the material.
|
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|
3. Apply the material to your 3D models.
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||||||
|
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:
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|
|
||||||
|

|
||||||
|
|
||||||
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## 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.
|
||||||
@@ -9,7 +9,6 @@ namespace Unity.Toonshader
|
|||||||
public struct UTSOutlineSetting
|
public struct UTSOutlineSetting
|
||||||
{
|
{
|
||||||
public bool enable;
|
public bool enable;
|
||||||
public RenderingLayerMask renderingLayer;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
@@ -23,7 +22,8 @@ namespace Unity.Toonshader
|
|||||||
public class UTSRenderPassSettings : ScriptableObject
|
public class UTSRenderPassSettings : ScriptableObject
|
||||||
{
|
{
|
||||||
public const string UTS_RENDERING_SETTINGS_NAME = "UTSRenderingSettings";
|
public const string UTS_RENDERING_SETTINGS_NAME = "UTSRenderingSettings";
|
||||||
private const string UTS_Rendering_Settings_Path = "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Resources/UTSRenderSettings.asset";
|
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 UTSOutlineSetting outlineSetting;
|
||||||
public UtsHairShadowSetting hairShadowSetting;
|
public UtsHairShadowSetting hairShadowSetting;
|
||||||
@@ -37,21 +37,22 @@ namespace Unity.Toonshader
|
|||||||
}
|
}
|
||||||
|
|
||||||
UTSRenderPassSettings renderingSettings = null;
|
UTSRenderPassSettings renderingSettings = null;
|
||||||
if (File.Exists(UTS_Rendering_Settings_Path))
|
if (File.Exists(UTS_RENDERING_SETTINGS_PATH))
|
||||||
{
|
{
|
||||||
renderingSettings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSettings>(UTS_Rendering_Settings_Path);
|
renderingSettings = AssetDatabase.LoadAssetAtPath<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_PATH);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
renderingSettings = CreateInstance<UTSRenderPassSettings>();
|
renderingSettings = CreateInstance<UTSRenderPassSettings>();
|
||||||
AssetDatabase.CreateAsset(renderingSettings, UTS_Rendering_Settings_Path);
|
AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
|
||||||
|
AssetDatabase.Refresh();
|
||||||
}
|
}
|
||||||
|
|
||||||
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false);
|
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, true);
|
||||||
|
|
||||||
return renderingSettings;
|
return renderingSettings;
|
||||||
#else
|
#else
|
||||||
return Resources.Load<UTSRenderPassSettings>(Path.GetFileNameWithoutExtension(UTS_Rendering_Settings_Path));
|
return Resources.Load<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_RESOURCES_PATH);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,24 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!114 &11400000
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 0}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_EditorHideFlags: 0
|
|
||||||
m_Script: {fileID: 11500000, guid: 02a9f5e1730430c4090d73e427a7f7a3, type: 3}
|
|
||||||
m_Name: UTSRenderSettings
|
|
||||||
m_EditorClassIdentifier:
|
|
||||||
outlineSetting:
|
|
||||||
enable: 1
|
|
||||||
renderingLayer:
|
|
||||||
serializedVersion: 0
|
|
||||||
m_Bits: 2
|
|
||||||
hairShadowSetting:
|
|
||||||
enable: 1
|
|
||||||
CasterRenderingLayer:
|
|
||||||
serializedVersion: 0
|
|
||||||
m_Bits: 4
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 37f2c2f5a413a874b9ec560b74248a71
|
|
||||||
NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 11400000
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -184,7 +184,7 @@ Shader "HDRP/Toon"
|
|||||||
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
|
||||||
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
|
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
|
||||||
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
|
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
|
||||||
[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
|
[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
|
||||||
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
||||||
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
|
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
|
||||||
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
|
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
|
||||||
|
|||||||
@@ -1,130 +0,0 @@
|
|||||||
Shader "Renderers/HairShadowRenderer"
|
|
||||||
{
|
|
||||||
Properties
|
|
||||||
{
|
|
||||||
_Color("Color", Color) = (1,1,1,1)
|
|
||||||
_ColorMap("ColorMap", 2D) = "white" {}
|
|
||||||
|
|
||||||
// Transparency
|
|
||||||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
||||||
[HideInInspector]_BlendMode("_BlendMode", Range(0.0, 1.0)) = 0.5
|
|
||||||
}
|
|
||||||
|
|
||||||
HLSLINCLUDE
|
|
||||||
|
|
||||||
#pragma target 4.5
|
|
||||||
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
|
||||||
|
|
||||||
// #pragma enable_d3d11_debug_symbols
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
||||||
//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
||||||
|
|
||||||
//enable GPU instancing support
|
|
||||||
#pragma multi_compile_instancing
|
|
||||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
||||||
|
|
||||||
ENDHLSL
|
|
||||||
|
|
||||||
SubShader
|
|
||||||
{
|
|
||||||
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
|
||||||
|
|
||||||
Pass
|
|
||||||
{
|
|
||||||
Name "HairShadow"
|
|
||||||
Tags { "LightMode" = "HairShadow" }
|
|
||||||
|
|
||||||
Blend Off
|
|
||||||
ZWrite On
|
|
||||||
ZTest LEqual
|
|
||||||
|
|
||||||
Cull Front
|
|
||||||
|
|
||||||
HLSLPROGRAM
|
|
||||||
|
|
||||||
#define _SURFACE_TYPE_OPAQUE
|
|
||||||
|
|
||||||
// Toggle the alpha test
|
|
||||||
#define _ALPHATEST_ON
|
|
||||||
|
|
||||||
// Toggle transparency
|
|
||||||
// #define _SURFACE_TYPE_TRANSPARENT
|
|
||||||
|
|
||||||
// Toggle fog on transparent
|
|
||||||
#define _ENABLE_FOG_ON_TRANSPARENT
|
|
||||||
|
|
||||||
// List all the attributes needed in your shader (will be passed to the vertex shader)
|
|
||||||
// you can see the complete list of these attributes in VaryingMesh.hlsl
|
|
||||||
#define ATTRIBUTES_NEED_TEXCOORD0
|
|
||||||
#define ATTRIBUTES_NEED_NORMAL
|
|
||||||
#define ATTRIBUTES_NEED_TANGENT
|
|
||||||
|
|
||||||
// List all the varyings needed in your fragment shader
|
|
||||||
#define VARYINGS_NEED_TEXCOORD0
|
|
||||||
#define VARYINGS_NEED_TANGENT_TO_WORLD
|
|
||||||
|
|
||||||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
|
|
||||||
|
|
||||||
int _HairShadowPassChannel;
|
|
||||||
TEXTURE2D(_ColorMap);
|
|
||||||
TEXTURE2D(_HairShadowTex);
|
|
||||||
SAMPLER(sampler_HairShadowTex);
|
|
||||||
|
|
||||||
// Declare properties in the UnityPerMaterial cbuffer to make the shader compatible with SRP Batcher.
|
|
||||||
CBUFFER_START(UnityPerMaterial)
|
|
||||||
float4 _ColorMap_ST;
|
|
||||||
float4 _Color;
|
|
||||||
|
|
||||||
float _AlphaCutoff;
|
|
||||||
float _BlendMode;
|
|
||||||
CBUFFER_END
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersV2.hlsl"
|
|
||||||
|
|
||||||
// If you need to modify the vertex datas, you can uncomment this code
|
|
||||||
// Note: all the transformations here are done in object space
|
|
||||||
// #define HAVE_MESH_MODIFICATION
|
|
||||||
// AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
|
|
||||||
// {
|
|
||||||
// input.positionOS += input.normalOS * 0.0001; // inflate a bit the mesh to avoid z-fight
|
|
||||||
// return input;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Put the code to render the objects in your custom pass in this function
|
|
||||||
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
||||||
{
|
|
||||||
float cDepth = SampleCameraDepth(posInput.positionNDC);
|
|
||||||
float mDepth = posInput.deviceDepth;
|
|
||||||
|
|
||||||
float opacity = 1;
|
|
||||||
// const float3 color = float3(LinearEyeDepth(posInput.deviceDepth, _ZBufferParams), 0, 0);
|
|
||||||
|
|
||||||
// A manual depth test is needed here. Custom pass will always draw with no regard of depth.
|
|
||||||
// This test was given a quite large leeway to avoid discarding when cDepth = mDepth [Suomi, 20230915]
|
|
||||||
|
|
||||||
//float3 color = float3(cDepth < mDepth + 0.01 ? mDepth : 0, 0, 0); // Can get that in HDRP directly
|
|
||||||
float3 color = float3(0, 0, 0);
|
|
||||||
color.r = mDepth;
|
|
||||||
|
|
||||||
#ifdef _ALPHATEST_ON
|
|
||||||
DoAlphaTest(opacity, _AlphaCutoff);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Write back the data to the output structures
|
|
||||||
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
|
|
||||||
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
||||||
builtinData.opacity = opacity;
|
|
||||||
builtinData.emissiveColor = float3(0, 0, 0);
|
|
||||||
surfaceData.color = color;
|
|
||||||
}
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
|
|
||||||
|
|
||||||
#pragma vertex Vert
|
|
||||||
#pragma fragment Frag
|
|
||||||
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: b3740fc2ef8a5094a81cfb53915422de
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
preprocessorOverride: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -917,8 +917,12 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
if(hairShadowOpacity > 0)
|
if(hairShadowOpacity > 0)
|
||||||
{
|
{
|
||||||
float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
|
float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
|
||||||
float shadowLength = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
|
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||||
|
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
|
||||||
|
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
||||||
|
|
||||||
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.
|
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.
|
// Then sample the hair buffer, to see if the fragment lands in shadow.
|
||||||
float4 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint);
|
float4 hairBuffer = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint);
|
||||||
float hairDepth = hairBuffer.r;
|
float hairDepth = hairBuffer.r;
|
||||||
@@ -967,14 +971,13 @@ void Frag(PackedVaryingsToPS packedInput,
|
|||||||
mDepth = hairPixel > 0.1 ? max(hDepth.r, mDepth) + magic : mDepth; // Move this part of eyebrow in front of the hair
|
mDepth = hairPixel > 0.1 ? max(hDepth.r, mDepth) + magic : mDepth; // Move this part of eyebrow in front of the hair
|
||||||
// Added a max here to prevent sampling of hair in the back
|
// Added a max here to prevent sampling of hair in the back
|
||||||
|
|
||||||
if(cDepth - mDepth > 0.02) discard; // Manual Depth Test.
|
if(cDepth - mDepth > 0.02) // Manual Depth Test
|
||||||
|
{
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
// _EyeBrowBlendingFactor
|
|
||||||
outColor.a = _EyeBrowBlendingFactor;
|
outColor.a = _EyeBrowBlendingFactor;
|
||||||
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
|
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
|
||||||
|
|
||||||
|
|
||||||
//outColor.rgb = float3(hDepth.rg * 5,0);
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
||||||
|
|||||||
@@ -277,10 +277,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
|||||||
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
|
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
|
||||||
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
|
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
|
||||||
float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
|
float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
|
||||||
if(_Is_BlendAddToRimColor == 1)
|
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var,_Is_BlendAddToRimColor);
|
||||||
{
|
|
||||||
_RimArea_var = 1 - _RimArea_var;
|
|
||||||
}
|
|
||||||
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
|
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
|
||||||
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
|
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
|
||||||
float _VertHalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5;
|
float _VertHalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5;
|
||||||
@@ -296,15 +294,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
|||||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||||
Set_RimLight *= _RimLightVisible;
|
Set_RimLight *= _RimLightVisible;
|
||||||
Set_RimLight *= _RimLight_Strength;
|
Set_RimLight *= _RimLight_Strength;
|
||||||
float3 _RimLight_var;
|
|
||||||
if(_Is_BlendAddToRimColor == 0)
|
float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||||
{
|
|
||||||
_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (any(Set_RimLight) * maskRimEnabled)
|
if (any(Set_RimLight) * maskRimEnabled)
|
||||||
{
|
{
|
||||||
@@ -317,16 +308,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
|
|||||||
#else
|
#else
|
||||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||||
Set_RimLight *= _RimLight_Strength;
|
Set_RimLight *= _RimLight_Strength;
|
||||||
float3 _RimLight_var;
|
|
||||||
if(_Is_BlendAddToRimColor == 0)
|
|
||||||
{
|
|
||||||
_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||||
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
|
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -164,10 +164,8 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
|||||||
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
|
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
|
||||||
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
|
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
|
||||||
float _RimArea_var = dot(surfaceData.normalWS, V);
|
float _RimArea_var = dot(surfaceData.normalWS, V);
|
||||||
if (_Is_BlendAddToRimColor == 1)
|
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var, _Is_BlendAddToRimColor);
|
||||||
{
|
|
||||||
_RimArea_var = 1 - _RimArea_var;
|
|
||||||
}
|
|
||||||
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
|
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
|
||||||
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
|
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
|
||||||
float _VertHalfLambert_var = 0.5 * dot(surfaceData.normalWS, lightDirection) + 0.5;
|
float _VertHalfLambert_var = 0.5 * dot(surfaceData.normalWS, lightDirection) + 0.5;
|
||||||
@@ -187,14 +185,6 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
|||||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||||
Set_RimLight *= _RimLightVisible;
|
Set_RimLight *= _RimLightVisible;
|
||||||
Set_RimLight *= _RimLight_Strength;
|
Set_RimLight *= _RimLight_Strength;
|
||||||
if(_Is_BlendAddToRimColor == 0)
|
|
||||||
{
|
|
||||||
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight) * 1, _RimLight);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight) * 1, _RimLight);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (any(Set_RimLight) * maskRimEnabled)
|
if (any(Set_RimLight) * maskRimEnabled)
|
||||||
{
|
{
|
||||||
@@ -216,21 +206,17 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
|
|||||||
channelOutAlpha = _HighlightVisible;
|
channelOutAlpha = _HighlightVisible;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Rim light
|
||||||
|
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||||
#else
|
#else
|
||||||
_HighColor_var *= _TweakHighColorMask_var;
|
_HighColor_var *= _TweakHighColorMask_var;
|
||||||
|
|
||||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||||
Set_RimLight *= _RimLight_Strength;
|
Set_RimLight *= _RimLight_Strength;
|
||||||
if (_Is_BlendAddToRimColor == 0)
|
|
||||||
{
|
|
||||||
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight), _RimLight);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight), _RimLight);
|
|
||||||
}
|
|
||||||
|
|
||||||
diffuseTerm = diffuseTerm + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
|
diffuseTerm = diffuseTerm + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
|
||||||
|
// Rim light
|
||||||
|
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// PBR----------------------------------------------------------------------------------------------------------------
|
// PBR----------------------------------------------------------------------------------------------------------------
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
|
|||||||
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
|
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
|
||||||
{
|
{
|
||||||
_outputRTHandle?.Release();
|
_outputRTHandle?.Release();
|
||||||
_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: Output_RT_Name);
|
_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);
|
SetEnable(true);
|
||||||
}
|
}
|
||||||
@@ -54,13 +54,13 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
|
|||||||
var mask = RenderStateMask.Nothing;
|
var mask = RenderStateMask.Nothing;
|
||||||
var stateBlock = new RenderStateBlock(mask)
|
var stateBlock = new RenderStateBlock(mask)
|
||||||
{
|
{
|
||||||
depthState = new DepthState(depthWrite, depthCompareFunction),
|
depthState = new DepthState(true, CompareFunction.LessEqual),
|
||||||
};
|
};
|
||||||
|
|
||||||
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
|
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
|
||||||
{
|
{
|
||||||
renderQueueRange = GetRenderQueueRange(renderQueueType),
|
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||||
sortingCriteria = sortingCriteria,
|
sortingCriteria = SortingCriteria.CommonOpaque,
|
||||||
excludeObjectMotionVectors = false,
|
excludeObjectMotionVectors = false,
|
||||||
stateBlock = stateBlock,
|
stateBlock = stateBlock,
|
||||||
renderingLayerMask = renderingLayerMask,
|
renderingLayerMask = renderingLayerMask,
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ using UnityEngine.Rendering.HighDefinition;
|
|||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public class UTSOutlinePass : DrawRenderersCustomPass
|
public class UTSOutlinePass : DrawRenderersCustomPass
|
||||||
{
|
{
|
||||||
public UnityEngine.RenderingLayerMask renderingLayerMask;
|
private ShaderTagId outlineTag = new("Outline");
|
||||||
|
|
||||||
protected override void Execute(CustomPassContext ctx)
|
protected override void Execute(CustomPassContext ctx)
|
||||||
{
|
{
|
||||||
@@ -19,8 +19,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
|
|||||||
|
|
||||||
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
|
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
|
||||||
|
|
||||||
var outlineTag = new ShaderTagId("Outline");
|
|
||||||
|
|
||||||
var mask = RenderStateMask.Nothing;
|
var mask = RenderStateMask.Nothing;
|
||||||
var stateBlock = new RenderStateBlock(mask)
|
var stateBlock = new RenderStateBlock(mask)
|
||||||
{
|
{
|
||||||
@@ -33,13 +31,9 @@ public class UTSOutlinePass : DrawRenderersCustomPass
|
|||||||
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
|
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
|
||||||
{
|
{
|
||||||
rendererConfiguration = renderConfig,
|
rendererConfiguration = renderConfig,
|
||||||
renderQueueRange = GetRenderQueueRange(renderQueueType),
|
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||||
sortingCriteria = sortingCriteria,
|
|
||||||
excludeObjectMotionVectors = false,
|
excludeObjectMotionVectors = false,
|
||||||
overrideMaterial = overrideMaterial,
|
|
||||||
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
|
|
||||||
stateBlock = stateBlock,
|
stateBlock = stateBlock,
|
||||||
renderingLayerMask = renderingLayerMask,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||||
|
|||||||
@@ -24,7 +24,6 @@ namespace Unity.Toonshader
|
|||||||
_outlinePass = new()
|
_outlinePass = new()
|
||||||
{
|
{
|
||||||
name = "UTS Outline",
|
name = "UTS Outline",
|
||||||
renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
|
|
||||||
};
|
};
|
||||||
|
|
||||||
_hairShadowPass = new()
|
_hairShadowPass = new()
|
||||||
@@ -41,27 +40,26 @@ namespace Unity.Toonshader
|
|||||||
[RuntimeInitializeOnLoadMethod]
|
[RuntimeInitializeOnLoadMethod]
|
||||||
public static void RegisterCustomPasses()
|
public static void RegisterCustomPasses()
|
||||||
{
|
{
|
||||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
|
|
||||||
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
|
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
|
||||||
|
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
|
||||||
|
|
||||||
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
|
|
||||||
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
|
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
|
||||||
|
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void UnregisterGlobalCustomPass()
|
public static void UnregisterGlobalCustomPass()
|
||||||
{
|
{
|
||||||
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
|
|
||||||
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
|
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
|
||||||
|
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
|
||||||
_hairShadowPass.Release();
|
_hairShadowPass.Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void NotifyRendererSettingChanged()
|
public static void NotifyRendererSettingChanged()
|
||||||
{
|
{
|
||||||
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
|
|
||||||
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
|
|
||||||
|
|
||||||
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
|
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
|
||||||
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
|
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
|
||||||
|
|
||||||
|
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,8 +1,9 @@
|
|||||||
{
|
{
|
||||||
"name": "com.misaki.hdrp-toon",
|
"name": "com.misaki.hdrp-toon",
|
||||||
"version": "2.0.1",
|
"version": "2.0.2",
|
||||||
"displayName": "HDRP Toon",
|
"displayName": "HDRP Toon",
|
||||||
"description": "A high quality toon shader for High Definition Render Pipeline(HDRP)",
|
"description": "A high quality toon shader for High Definition Render Pipeline(HDRP)",
|
||||||
|
"changelogUrl": "https://git.personalnas.com/Misaki/hdrp-toon/src/branch/develop/CHANGELOG.md",
|
||||||
"keywords": [
|
"keywords": [
|
||||||
"Toon",
|
"Toon",
|
||||||
"HDRP",
|
"HDRP",
|
||||||
|
|||||||
Reference in New Issue
Block a user