18 Commits

Author SHA1 Message Date
Misaki
b1ef8afc8d Update version to 2.1.0; 2025-01-09 15:32:35 +09:00
75a71635a0 Merge pull request 'feature/hair-eye-blending' (#1) from feature/hair-eye-blending into main
Reviewed-on: #1
2025-01-09 06:29:07 +00:00
Misaki
d47641e5e2 Added HairBlending shader pass;
Added HairBlendingSetting in UTSRenderPassSetting;
Added MaterialType to UTS;
Added MaterialFeature scope to UTS material editor;

Merged HairBlendingPass and HairShadowPass into UTSPass;

Fixed the bug that character box light can not update rotation correctly according to bound light source;
2025-01-09 07:58:06 +09:00
Misaki
9290223624 Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon into feature/hair-eye-blending
# Conflicts:
#	README.md
2025-01-08 23:20:17 +09:00
Misaki
9f86d53804 Update the version to 2.0.5 2025-01-08 23:12:47 +09:00
Misaki
968b83870f Removed the dependency of layer mask of hair shadow caster;
Added HairShadowCaster pass;
2025-01-08 23:09:55 +09:00
Misaki
a7a9ad16b5 Updated namespace;
Added UTSPass;
Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
2025-01-08 22:19:04 +09:00
Misaki
23862b4380 Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon 2024-12-26 16:17:27 +09:00
Misaki
1d2a815803 Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon 2024-12-26 16:17:22 +09:00
Misaki
e91a602add Merge branch 'main' of https://git.personalnas.com/Misaki/com.misaki.hdrp-toon 2024-12-26 16:14:49 +09:00
Misaki
eda516fdab Fixed README assets missing; 2024-12-26 16:14:36 +09:00
Misaki
d33d3f2bb7 Fixed README assets missing; 2024-12-26 16:13:19 +09:00
Misaki
48bbf1fa20 Update README and CHANGELOG; 2024-12-26 16:10:14 +09:00
Misaki
140734dc06 Update README; 2024-12-16 19:28:18 +09:00
Misaki
60631f558f Removed the dependency of RenderingLayerMask in UTSOutlinePass; 2024-11-20 17:01:24 +09:00
Misaki
52469649de Fixed the bug from shader gui drawer : [Worker0] Failed to create MaterialEnum, enum UnityEditor.Rendering.HighDefinition.TransparentCullMode not found;
Fixed the bug that outline does not rendering when material type is set to transparent;
Fixed the bug that hair shadow buffer does not rendering the object that material type is set to transparent;
2024-11-19 00:26:28 +09:00
Misaki
1b47306585 Changed the defualt UTS rendering settings location; 2024-11-18 23:53:13 +09:00
Misaki
bd7804395d Updated changed log 2024-11-18 23:16:18 +09:00
50 changed files with 1362 additions and 1123 deletions

68
CHANGELOG.md Normal file
View File

@@ -0,0 +1,68 @@
# Changelog
All notable changes to this project will be documented in this file.
## [2.1.0] - 09-Jan-2025
### Added
- Added HairBlending shader pass;
- Added HairBlendingSetting in UTSRenderPassSetting;
- Added MaterialType to UTS;
- Added MaterialFeature scope to UTS material editor;
### Changed
- Merged HairBlendingPass and HairShadowPass into UTSPass;
### Fixed
- Fixed the bug that character box light can not update rotation correctly according to bound light source;
## [2.0.5] - 08-Jan-2025
### Added
- Added UTSPass custom pass;
- Added HairShadowCaster shader pass;
### Changed
- Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
- Changed namespace;
- Removed the dependency of layer mask of hair shadow caster;
## [2.0.2] - 26-Dec-2024
### Changed
- Changed the defualt UTS rendering settings location;
- Removed the dependency of RenderingLayerMask in UTSOutlinePass;
### Fixed
- Fixed the bug from shader gui drawer : [Worker0] Failed to create MaterialEnum, enum UnityEditor.Rendering.HighDefinition.TransparentCullMode not found;
- Fixed the bug that outline does not rendering when material type is set to transparent;
- Fixed the bug that hair shadow buffer does not rendering the object that material type is set to transparent;
---
## [2.0.1] - 11-Nov-2024
### Added
- Added custom editor for BoxLightAdjustment;
### Changed
- Changed the outline layer and hair shadow caster layer from LayerMask to RenderingLayerMask;
- Changed the RenderingLayerMask update from every frame to when property changed;
- Chnaged the light following calculation from Update to LateUpdate;
---
## [2.0.0] - 23-Oct-2024
### Added
- Added the support of HDRP 17;
### Changed
- Changed GameObject custom pass to global custom pass;
### Fixed
- Fixed dependency problem in package.json file;
### Removed
- Removed HairShaodwPassDrawer;
- Removed UTSOutLinePassDrawer;

View File

@@ -1,8 +1,7 @@
fileFormatVersion: 2
guid: 37f2c2f5a413a874b9ec560b74248a71
NativeFormatImporter:
guid: f6d3b51789082774690f2051bbca2438
TextScriptImporter:
externalObjects: {}
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,9 +1,8 @@
using Unity.Rendering.HighDefinition.Toon;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Toonshader.Editor
namespace Misaki.HdrpToon.Editor
{
[CustomEditor(typeof(BoxLightAdjustment))]
public class BoxLightAdjustmentView : UnityEditor.Editor
@@ -18,8 +17,6 @@ namespace Unity.Toonshader.Editor
return base.CreateInspectorGUI();
}
var boxLightAdjustment = (BoxLightAdjustment)target;
var root = new VisualElement
{
dataSource = target

View File

@@ -1,10 +1,10 @@
<engine:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:engine="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<engine:VisualElement data-source-type="Unity.Rendering.HighDefinition.Toon.BoxLightAdjustment, Unity.Toonshader" style="flex-grow: 1;">
<engine:VisualElement data-source-type="Misaki.HdrpToon.BoxLightAdjustment, Misaki.HdrpToon" style="flex-grow: 1;">
<engine:Label text="Rendering" style="-unity-font-style: bold; margin-top: 4px; margin-bottom: 2px;" />
<engine:VisualElement name="renderingGroup" style="padding-left: 8px;">
<editor:RenderingLayerMaskField label="Layer Mask" value="DynamicTransform" type="UnityEngine.Rendering.HighDefinition.RenderingLayerMask, Unity.RenderPipelines.HighDefinition.Runtime">
<Bindings>
<engine:DataBinding property="value" data-source-path="LayerMask" data-source-type="Unity.Rendering.HighDefinition.Toon.BoxLightAdjustment, Unity.Toonshader" binding-mode="TwoWay" />
<engine:DataBinding property="value" data-source-path="LayerMask" binding-mode="TwoWay" />
</Bindings>
</editor:RenderingLayerMaskField>
<editor:ObjectField label="Source Light" type="UnityEngine.Light, UnityEngine.CoreModule">
@@ -30,21 +30,11 @@
<engine:DataBinding property="index" data-source-path="followGameObjectPosition" binding-mode="TwoWay" />
</Bindings>
</engine:DropdownField>
<engine:DropdownField label="Follow Rotation" choices="Disable,Enable" index="0">
<engine:FloatField label="Distance Offset" value="20">
<Bindings>
<engine:DataBinding property="index" data-source-path="followGameObjectRotation" binding-mode="TwoWay" />
<engine:DataBinding property="value" data-source-path="distanceOffset" binding-mode="TwoWay" />
</Bindings>
</engine:DropdownField>
<engine:Vector3Field label="Position Offset">
<Bindings>
<engine:DataBinding property="value" data-source-path="positionOffset" binding-mode="TwoWay" />
</Bindings>
</engine:Vector3Field>
<engine:Vector3Field label="Rotation Offset">
<Bindings>
<engine:DataBinding property="value" data-source-path="rotationOffset" binding-mode="TwoWay" source-to-ui-converters="QuaternionToVector3Converter" ui-to-source-converters="QuaternionToVector3Converter" />
</Bindings>
</engine:Vector3Field>
</engine:FloatField>
</engine:VisualElement>
</engine:VisualElement>
</engine:UXML>

View File

@@ -1,6 +1,7 @@
//#define USE_SIMPLE_UI
using Misaki.HdrpToon;
using System;
using UnityEngine;
using UnityEngine.Rendering;
@@ -51,24 +52,6 @@ namespace UnityEditor.Rendering.Toon
}
}
internal static string OutlineLightingModeName
{
get
{
const string legacyDefaultLightModeName = "Always";
const string OutlineLightingModeName = "Outline";
if (currentRenderPipeline == RenderPipeline.Legacy)
{
return legacyDefaultLightModeName; // default.
}
return OutlineLightingModeName;
}
}
internal void RenderingPerChennelsSetting(Material material)
{
if (currentRenderPipeline == RenderPipeline.HDRP)
@@ -121,6 +104,12 @@ namespace UnityEditor.Rendering.Toon
internal const string ShaderProp_OutlineTex = "_OutlineTex";
internal const string ShaderProp_Outline_Sampler = "_Outline_Sampler";
internal const string ShaderPropCastHairShadow = "_Is_CastHairShadow";
internal const string ShaderPropReceiveHairShadow = "_Is_ReceiveHairShadow";
internal const string ShaderPropEyeParallax = "_Is_EyeParallax";
internal const string ShaderPropHairBlendingTarget = "_Is_HairBlendingTarget";
internal const string ShaderPropSimpleUI = "_simpleUI";
internal const string ShaderPropAutoRenderQueue = "_AutoRenderQueue";
internal const string ShaderPropStencilMode = "_StencilMode";
@@ -139,6 +128,7 @@ namespace UnityEditor.Rendering.Toon
internal const string ShaderPropUtsVersionZ = "_utsVersionZ";
internal const string ShaderPropIsUnityToonShader = "_isUnityToonshader";
internal const string ShaderPropShadowMode = "_Shadow_Mode";
internal const string ShaderPropMaterialType = "_Material_Type";
internal const string ShaderPropPBR = "_PBR_Mode";
internal const string ShaderPropOutline = "_OUTLINE";
internal const string ShaderPropNormalMapToHighColor = "_Is_NormalMapToHighColor";
@@ -216,11 +206,6 @@ 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" };
@@ -228,6 +213,9 @@ namespace UnityEditor.Rendering.Toon
protected readonly string[] StencilModeNames = { "Off", "Draw If Not Equal to", "Replace Stencil Buffer with" };
protected readonly string[] ZTestModeNames = { "Disabled", "Never", "Less", "Equal", "LessEqual", "Greater", "NotEqual", "GreaterEqual", "Always" };
protected readonly string[] materialTypeDefines = { "MATERIAL_TYPE_STANDARD", "MATERIAL_TYPE_FRONT_HAIR", "MATERIAL_TYPE_FACE", "MATERIAL_TYPE_EYE" };
protected readonly string[] PbrModeDefines = { "_PBR_Mode_OFF", "_PBR_Mode_ST", "_PBR_Mode_ANISO", "_PBR_Mode_KK", "_PBR_Mode_TOON" };
public enum UTS_ClippingMode
{
Off, On, TransClippingMode
@@ -294,6 +282,14 @@ namespace UnityEditor.Rendering.Toon
Normal, SDF
}
public enum MaterialType
{
Standard,
FrontHair,
Face,
Eye
}
public enum PBRMode
{
Off, Standard, Anisotropy, KKHair, Toon
@@ -329,18 +325,19 @@ namespace UnityEditor.Rendering.Toon
Shader = 1 << 0,
Basic = 1 << 1,
ShadingStepAndFeather = 1 << 2,
NormalMap = 1 << 3,
Highlight = 1 << 4,
Rimlight = 1 << 5,
MatCap = 1 << 6,
AngelRing = 1 << 7,
Emission = 1 << 8,
Outline = 1 << 9,
TessellationLegacy = 1 << 10,
TessellationHDRP = 1 << 11,
SceneLight = 1 << 12,
EnvironmentalLightEffectiveness = 1 << 13,
MetaverseSettings = 1 << 14,
MaterialFeature = 1 << 3,
PBR = 1 << 4,
Highlight = 1 << 5,
Rimlight = 1 << 6,
MatCap = 1 << 7,
AngelRing = 1 << 8,
Emission = 1 << 9,
Outline = 1 << 10,
TessellationLegacy = 1 << 11,
TessellationHDRP = 1 << 12,
SceneLight = 1 << 13,
EnvironmentalLightEffectiveness = 1 << 14,
MetaverseSettings = 1 << 15,
}
// variables which must be gotten from shader at the beggning of GUI
@@ -348,6 +345,7 @@ namespace UnityEditor.Rendering.Toon
internal int m_renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry;
// variables which just to be held.
internal ShadowMode m_shadowMode;
internal MaterialType m_materialType;
internal PBRMode m_pbrMode;
internal OutlineMode m_outlineMode;
internal CullingMode m_cullingMode;
@@ -412,7 +410,7 @@ namespace UnityEditor.Rendering.Toon
protected MaterialProperty set_2nd_ShadePosition = null;
protected MaterialProperty shadingGradeMap = null;
protected MaterialProperty hairBlendingMap = null;
protected MaterialProperty highColor_Tex = null;
protected MaterialProperty highColor = null;
@@ -506,6 +504,7 @@ namespace UnityEditor.Rendering.Toon
set_2nd_ShadePosition = FindProperty(ShaderProp_Set_2nd_ShadePosition, props, false);
shadingGradeMap = FindProperty(ShaderProp_ShadingGradeMap, props, false);
hairBlendingMap = FindProperty("_HairBlendingMap", props);
highColor_Tex = FindProperty(ShaderProp_HighColor_Tex, props);
highColor = FindProperty("_HighColor", props);
@@ -630,7 +629,8 @@ namespace UnityEditor.Rendering.Toon
public static readonly GUIContent shaderFoldout = EditorGUIUtility.TrTextContent("Shader Settings", "Shader Settings provides basic settings that are not specific to cel-shading but are needed for general CG.");
public static readonly GUIContent basicColorFoldout = EditorGUIUtility.TrTextContent("Shading Color Settings", "Three Color Map and Control Map Settings provide very basic settings for cel-shading in Unity Toon Shader.");
public static readonly GUIContent shadingStepAndFeatherFoldout = EditorGUIUtility.TrTextContent("Shading Step and Feather Settings", "Basic 3 color step and feather settings.");
public static readonly GUIContent normalMapFoldout = EditorGUIUtility.TrTextContent("PBR Settings", "PBR settings. The settings for PBR effect, such as specular and IBL.");
public static readonly GUIContent materialFeatureFoldout = EditorGUIUtility.TrTextContent("Material Feature", "Material Feature Setting. The settings for special material feature like hair shadow, hair blending, etc");
public static readonly GUIContent pbrFoldout = EditorGUIUtility.TrTextContent("PBR Settings", "PBR settings. The settings for PBR effect, such as specular and IBL.");
public static readonly GUIContent highlightFoldout = EditorGUIUtility.TrTextContent("Highlight Settings", "Highlight settings. Such as power, show or hide, light shape and so on.");
public static readonly GUIContent rimLightFoldout = EditorGUIUtility.TrTextContent("Rim Light Settings", "Rim Light Settings. Such as color, direction, inverted rim light and so on.");
public static readonly GUIContent matCapFoldout = EditorGUIUtility.TrTextContent("Material Capture (MatCap) Settings", "MatCap settings. Sphere maps for metallic or unusual expressions.");
@@ -650,6 +650,8 @@ namespace UnityEditor.Rendering.Toon
public static readonly GUIContent SDFShadowText = new GUIContent("SDF Shadow Map", "Specify SDF shadow map");
public static readonly GUIContent firstShadeColorText = new GUIContent("1st Shading Map", "The map used for the brighter portions of the shadow.");
public static readonly GUIContent secondShadeColorText = new GUIContent("2nd Shading Map", "The map used for the darker portions of the shadow.");
public static readonly GUIContent materialTypeText = new GUIContent("Material Type", "Specifies the material type.");
public static readonly GUIContent hairBlendingTargetMapText = new GUIContent("Blending Map", "Specifies the texture to blend with hair.");
public static readonly GUIContent normalMapText = new GUIContent("Normal Map", "A texture that dictates the bumpiness of the material.");
public static readonly GUIContent pbrModeText = new GUIContent("PBR Mode", "Specifies PBR model mode.");
public static readonly GUIContent highColorText = new GUIContent("Highlight", "Highlight : Texture(sRGB) x Color(RGB) Default:White");
@@ -675,7 +677,6 @@ namespace UnityEditor.Rendering.Toon
public static readonly GUIContent transparentModeText = new GUIContent("Transparency", "Enable different modes that allow the simulation of a variety of transparent objects. ");
public static readonly GUIContent stencilVauleText = new GUIContent("Stencil Value", "Stencil value that is submitted to the stencil buffer for controlling the per-pixel drawing.");
public static readonly GUIContent workflowModeText = new GUIContent("Mode", "The UTS mode that controls what settings are exposed in the shader.");
public static readonly GUIContent materialTypeText = new GUIContent("Material Type", "The PBR model type of the material");
// -----------------------------------------------------
public static readonly GUIContent clippingmodeModeText = new GUIContent("Trans Clipping", "Select trans clipping mode that fits your purpose. ");
@@ -699,7 +700,9 @@ 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 hairBlendingTargetShadowText = new GUIContent("Hair Blending Target", "Enable to be blended with hair");
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.");
@@ -836,9 +839,9 @@ namespace UnityEditor.Rendering.Toon
label: "Eye Parallax Amount", tooltip: "Distance of parallax correction",
propName: "_EyeParallaxAmount", defaultValue: 0.1f, min: 0.0f, max: 0.4f);
public static readonly RangeProperty eyeBrowBlendingFactor = new RangeProperty(
label: "Eyebrow Blending Factor", tooltip: "Blend Factor of Eyebrows on Hair",
propName: "_EyeBrowBlendingFactor", defaultValue: 0.5f, min: 0.0f, max: 1.0f);
public static readonly RangeProperty hairBlendingFactor = new RangeProperty(
label: "Hair Blending Factor", tooltip: "Blend Factor of Hair Blending Target on Hair",
propName: "_HairBlendingFactor", defaultValue: 0.5f, min: 0.0f, max: 1.0f);
public static readonly RangeProperty shaderPropStepOffsetText = new RangeProperty(
label: "Step Offset", tooltip: "Fine tunes light steps (boundaries) added in the ForwardAdd pass, such as real-time point lights.",
@@ -1012,23 +1015,13 @@ 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);
m_MaterialScopeList.RegisterHeaderScope(Styles.basicColorFoldout, Expandable.Basic, GUI_BasicThreeColors, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.shadingStepAndFeatherFoldout, Expandable.ShadingStepAndFeather, GUI_StepAndFeather, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.normalMapFoldout, Expandable.NormalMap, GUI_PBRSettings, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.materialFeatureFoldout, Expandable.MaterialFeature, GUI_MaterialFeature, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.pbrFoldout, Expandable.PBR, GUI_PBRSettings, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.highlightFoldout, Expandable.Highlight, GUI_HighlightSettings, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.rimLightFoldout, Expandable.Rimlight, GUI_RimLight, (uint)UTS_TransparentMode.Off, isTessellation: 0);
m_MaterialScopeList.RegisterHeaderScope(Styles.matCapFoldout, Expandable.MatCap, GUI_MatCap, (uint)UTS_TransparentMode.Off, isTessellation: 0);
@@ -1199,7 +1192,7 @@ namespace UnityEditor.Rendering.Toon
EditorGUILayout.Space(10);
var headerStyle = new GUIStyle() { fontSize = 25, fontStyle = FontStyle.Bold, alignment = TextAnchor.MiddleCenter };
headerStyle.normal.textColor = GUI.skin.label.normal.textColor;
EditorGUILayout.LabelField("Unity Toon Shader", headerStyle);
EditorGUILayout.LabelField("HDRP Toon Shader", headerStyle);
EditorGUILayout.Space(20);
if (transparencyEnabled != UTS_TransparentMode.On)
@@ -1383,22 +1376,8 @@ 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)
{
@@ -1533,13 +1512,6 @@ namespace UnityEditor.Rendering.Toon
{
GUI_AdditionalLookdevs(material);
}
EditorGUILayout.Separator();
GUI_HairShadow(material);
GUI_EyeParallax(material);
GUI_EyebrowSeethrough(material);
}
void GUI_SystemShadows(Material material)
@@ -1557,72 +1529,71 @@ namespace UnityEditor.Rendering.Toon
EditorGUI.EndDisabledGroup();
}
void GUI_HairShadow(Material material)
void GUI_MaterialFeature(Material material)
{
var isEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
MaterialGetInt(material, ShaderPropReceiveHairShadow) != 0);
var materialTypeSetting = MaterialGetInt(material, ShaderPropMaterialType);
m_materialType = (MaterialType)materialTypeSetting;
if (isEnabled)
m_materialType = (MaterialType)EditorGUILayout.EnumPopup(Styles.materialTypeText, m_materialType);
EditorGUI.indentLevel++;
switch (m_materialType)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"));
case MaterialType.FrontHair:
GUI_FrontHair(material);
break;
case MaterialType.Eye:
GUI_EyeParallax(material);
break;
default:
break;
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
var isReceiveHairShadowEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
MaterialGetInt(material, ShaderPropReceiveHairShadow) != 0);
material.SetKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"), isReceiveHairShadowEnabled);
var isHairBlendingTargetEnabled = GUI_Toggle(material, Styles.hairBlendingTargetShadowText, ShaderPropHairBlendingTarget,
MaterialGetInt(material, ShaderPropHairBlendingTarget) != 0);
if (isHairBlendingTargetEnabled)
{
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.hairBlendingTargetMapText, hairBlendingMap);
EditorGUI.indentLevel--;
}
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, isHairBlendingTargetEnabled);
SwitchKeyword(m_materialType);
material.SetFloat(ShaderPropMaterialType, (float)m_materialType);
material.SetShaderPassEnabled(UtsShaderPassName.HAIR_SHADOW_CASTER_PASS_NAME, m_materialType == MaterialType.FrontHair);
void SwitchKeyword(MaterialType target)
{
for (var i = 0; i < materialTypeDefines.Length; i++)
{
var localKeyword = new LocalKeyword(material.shader, materialTypeDefines[i]);
if ((int)target == i)
{
material.EnableKeyword(localKeyword);
}
else
{
material.DisableKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"));
material.DisableKeyword(localKeyword);
}
}
}
}
void GUI_FrontHair(Material material)
{
GUI_RangeProperty(material, Styles.hairBlendingFactor);
}
void GUI_EyeParallax(Material material)
{
var isEnabled = GUI_Toggle(material, Styles.eyeParallaxText, ShaderPropEyeParallax,
MaterialGetInt(material, ShaderPropEyeParallax) != 0);
EditorGUI.BeginDisabledGroup(!isEnabled);
{
EditorGUI.indentLevel++;
GUI_RangeProperty(material, Styles.eyeParallaxAmount);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
EditorGUI.EndDisabledGroup();
if (isEnabled)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_EYE_PARALLAX"));
}
else
{
material.DisableKeyword(new LocalKeyword(material.shader, "_EYE_PARALLAX"));
}
}
void GUI_EyebrowSeethrough(Material material)
{
var isEnabled = GUI_Toggle(material, Styles.eyebrowSeethroughText, ShaderPropEyebrowSeethrough,
MaterialGetInt(material, ShaderPropEyebrowSeethrough) != 0);
EditorGUI.BeginDisabledGroup(!isEnabled);
{
EditorGUI.indentLevel++;
GUI_RangeProperty(material, Styles.eyeBrowBlendingFactor);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
EditorGUI.EndDisabledGroup();
if (isEnabled)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_EYEBROW_SEETHROUGH"));
}
else
{
material.DisableKeyword(new LocalKeyword(material.shader, "_EYEBROW_SEETHROUGH"));
}
}
void GUI_ShadingStepAndFeatherSettings(Material material)
@@ -1718,64 +1689,23 @@ 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);
if (targetMode == pbrMode)
{
material.EnableKeyword(pbrMode);
}
else
{
material.DisableKeyword(pbrMode);
}
}
}
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");
}
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);
@@ -2406,18 +2336,18 @@ 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 +2357,12 @@ 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 +2371,11 @@ 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);
}
}
}
@@ -2515,7 +2433,8 @@ namespace UnityEditor.Rendering.Toon
GUI_FloatProperty(material, Styles.nearestDistanceText);
EditorGUI.indentLevel--;
var useOutlineTexture = GUI_Toggle(material, Styles.outlineColorMapText, ShaderPropIs_OutlineTex, MaterialGetInt(material, ShaderPropIs_OutlineTex) != 0); ;
var useOutlineTexture = GUI_Toggle(material, Styles.outlineColorMapText, ShaderPropIs_OutlineTex, MaterialGetInt(material, ShaderPropIs_OutlineTex) != 0);
;
EditorGUI.BeginDisabledGroup(!useOutlineTexture);
m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex);
EditorGUI.EndDisabledGroup();

View File

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

View File

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

View File

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

View File

@@ -3,14 +3,15 @@ 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 hairShadow = new("Hair Shadow");
public static GUIContent hairBlending = new("Hair Blending");
public static GUIContent outline = new("Outline");
}
private SerializedObject _customSettings;
@@ -28,14 +29,16 @@ namespace Unity.Toonshader.Editor
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(_customSettings.FindProperty("outlineSetting"), Styles.outline);
EditorGUILayout.PropertyField(_customSettings.FindProperty("hairShadowSetting"), Styles.hairShadow);
EditorGUILayout.PropertyField(_customSettings.FindProperty("hairBlendingSetting"), Styles.hairBlending);
EditorGUILayout.PropertyField(_customSettings.FindProperty("outlineSetting"), Styles.outline);
_customSettings.ApplyModifiedPropertiesWithoutUndo();
if (EditorGUI.EndChangeCheck())
{
RegisterUTSRenderPass.NotifyRendererSettingChanged();
UTSRenderPassRegistrar.NotifyRendererSettingChanged();
}
}
public static bool IsSettingsAvailable()

View File

@@ -1,6 +1,6 @@
MIT License
Copyright (c) <year> <copyright holders>
Copyright (c) 2024 Enjie Huang
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

View File

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

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b8d9ae1381ecb2141b4a741976d1c827
guid: 6987e5a46707b5240a0ec0d6c7374656
folderAsset: yes
DefaultImporter:
externalObjects: {}

View File

@@ -0,0 +1,15 @@
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 const string HAIR_BLENDING_TARGET_PASS_NAME = "HairBlendingTarget";
public static readonly ShaderTagId outlinePassId = new(OUTLINE_PASS_NAME);
public static readonly ShaderTagId hairShadowCasterPassId = new(HAIR_SHADOW_CASTER_PASS_NAME);
public static readonly ShaderTagId hairBlendingTargetPassId = new(HAIR_BLENDING_TARGET_PASS_NAME);
}
}

View File

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

View File

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

View File

@@ -7,12 +7,12 @@ using UnityEditor;
using UnityEngine.Rendering.HighDefinition;
using Unity.Properties;
namespace Unity.Rendering.HighDefinition.Toon
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(Light))]
internal class BoxLightAdjustment : MonoBehaviour
public class BoxLightAdjustment : MonoBehaviour
{
private bool _initialized = false;
private bool _srpCallbackInitialized = false;
@@ -26,10 +26,7 @@ namespace Unity.Rendering.HighDefinition.Toon
public Transform trackedTransform;
public bool followGameObjectPosition = false;
public bool followGameObjectRotation = false;
public Vector3 positionOffset;
public Quaternion rotationOffset;
public float distanceOffset = 20.0f;
[CreateProperty]
public Light BindingSourceLight
@@ -64,8 +61,8 @@ namespace Unity.Rendering.HighDefinition.Toon
return;
}
UpdateShadowLayer(_bindingSourceLightData, _layerMask, value);
UpdateShadowLayer(_targetBoxLightData, _layerMask, value);
UpdateShadowLayer(_bindingSourceLightData, value);
UpdateShadowLayer(_targetBoxLightData, value);
_layerMask = value;
}
@@ -92,13 +89,9 @@ namespace Unity.Rendering.HighDefinition.Toon
{
Initialize();
}
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void LateUpdate()
private void Update()
{
Initialize();
@@ -125,16 +118,12 @@ namespace Unity.Rendering.HighDefinition.Toon
_targetBoxLight.enabled = _bindingSourceLight.enabled;
_targetBoxLight.intensity = _bindingSourceLight.intensity;
if (trackedTransform != null)
if (trackedTransform != null && followGameObjectPosition)
{
if (followGameObjectPosition)
{
_targetBoxLight.transform.position = trackedTransform.transform.position + positionOffset;
}
if (followGameObjectRotation)
{
_targetBoxLight.transform.rotation = trackedTransform.transform.rotation * rotationOffset;
}
var desiredPosition = trackedTransform.position - _bindingSourceLight.transform.forward * distanceOffset;
_targetBoxLight.transform.position = desiredPosition;
_targetBoxLight.transform.rotation = _bindingSourceLight.transform.rotation;
}
}
@@ -187,7 +176,7 @@ namespace Unity.Rendering.HighDefinition.Toon
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
#endif
var hdLightData = lightGameObject.AddHDLight(LightType.Box);
var hdLightData = lightGameObject.AddHDLight(UnityEngine.LightType.Box);
// light size
hdLightData.SetBoxSpotSize(new Vector2(10.0f, 10.0f)); // Size should be culculated with more acculacy?
var boxLightAdjustment = lightGameObject.GetComponent<BoxLightAdjustment>();
@@ -228,12 +217,11 @@ namespace Unity.Rendering.HighDefinition.Toon
return lightGameObject;
}
private void UpdateShadowLayer(HDAdditionalLightData lightData, uint oldValue, uint newValue)
private void UpdateShadowLayer(HDAdditionalLightData lightData, uint newValue)
{
lightData.linkShadowLayers = false;
var oldShadowLayer = lightData.GetShadowLayers();
oldShadowLayer &= ~oldValue;
var newShadowLayer = oldShadowLayer | newValue;
var lightLayer = lightData.GetLightLayers();
var newShadowLayer = lightLayer | newValue | UnityEngine.RenderingLayerMask.defaultRenderingLayerMask;
lightData.SetShadowLightLayer((UnityEngine.Rendering.HighDefinition.RenderingLayerMask)newShadowLayer);
}
@@ -256,8 +244,7 @@ namespace Unity.Rendering.HighDefinition.Toon
if (_targetBoxLight != null)
{
positionOffset = _targetBoxLight.transform.position - trackedTransform.transform.position;
rotationOffset = Quaternion.Inverse(trackedTransform.transform.rotation) * _targetBoxLight.transform.rotation;
distanceOffset = Mathf.Abs(Vector3.Distance(_targetBoxLight.transform.position, trackedTransform.transform.position));
}
_initialized = true;

View File

@@ -3,30 +3,47 @@ using System.IO;
using UnityEditor;
using UnityEngine;
namespace Unity.Toonshader
namespace Misaki.HdrpToon
{
[Serializable]
public struct UTSOutlineSetting
internal enum BufferQuality
{
public bool enable;
public RenderingLayerMask renderingLayer;
Low,
High
}
[Serializable]
public struct UtsHairShadowSetting
internal struct UtsHairShadowSetting
{
public bool enable;
public BufferQuality quality;
}
[Serializable]
internal struct UtsHairBlendingSetting
{
public bool enable;
public BufferQuality quality;
}
[Serializable]
internal struct UTSOutlineSetting
{
public bool enable;
public RenderingLayerMask CasterRenderingLayer;
}
[CreateAssetMenu(fileName = "UTSRenderSetting", menuName = "UTS/RenderSetting")]
public class UTSRenderPassSettings : ScriptableObject
{
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 UtsHairShadowSetting hairShadowSetting;
[SerializeField]
internal UtsHairShadowSetting hairShadowSetting;
[SerializeField]
internal UtsHairBlendingSetting hairBlendingSetting;
[SerializeField]
internal UTSOutlineSetting outlineSetting;
internal static UTSRenderPassSettings GetOrCreateSettings()
{
@@ -37,21 +54,28 @@ namespace Unity.Toonshader
}
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
{
renderingSettings = CreateInstance<UTSRenderPassSettings>();
AssetDatabase.CreateAsset(renderingSettings, UTS_Rendering_Settings_Path);
var directory = Path.GetDirectoryName(UTS_RENDERING_SETTINGS_PATH);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false);
renderingSettings = CreateInstance<UTSRenderPassSettings>();
AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
AssetDatabase.Refresh();
}
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, true);
return renderingSettings;
#else
return Resources.Load<UTSRenderPassSettings>(Path.GetFileNameWithoutExtension(UTS_Rendering_Settings_Path));
return Resources.Load<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_RESOURCES_PATH);
#endif
}

View File

@@ -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

View File

@@ -22,6 +22,9 @@ Shader "HDRP/Toon"
_BaseColorMap("BaseColorMap", 2D) = "white" {}
[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
[KeywordEnum(OFF, FrontHair, Face, Eye)] _Material_Type("Material Type", Float) = 0
[KeywordEnum(OFF, ST, ANISO, KK, TOON)] _PBR_Mode("PBR MODE", Float) = 0
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
@@ -184,7 +187,7 @@ Shader "HDRP/Toon"
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
[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
[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] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
@@ -317,6 +320,7 @@ 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
@@ -329,8 +333,8 @@ Shader "HDRP/Toon"
_EyeParallaxAmount("EyeParallaxAmount", Float) = 0.1
// Eyebrow Seethrough
[Togle(_)] _Is_EyebrowSeethrough("_Is_EyebrowSeethrough", Float) = 0
_EyeBrowBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
[Togle(_)] _Is_HairBlendingTarget("_Is_HairBlendingTarget", Float) = 0
_HairBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
//v.2.0.6
_BaseColor_Step("BaseColor_Step", Range(0, 1)) = 0.5
@@ -515,8 +519,6 @@ Shader "HDRP/Toon"
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _HAIR_SHADOWS
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _DEPTHOFFSET_ON
#pragma shader_feature_local _DOUBLESIDED_ON
@@ -529,15 +531,6 @@ Shader "HDRP/Toon"
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _DISABLE_DECALS
#pragma shader_feature_local _DISABLE_SSR
#pragma shader_feature_local _MASKMAP
#pragma shader_feature_local _ANISOTROPYMAP
#pragma shader_feature_local _SDFShadow
#pragma shader_feature_local _SPECULARCOLORMAP
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
@@ -962,7 +955,7 @@ Shader "HDRP/Toon"
HLSLPROGRAM
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
//#pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
@@ -973,9 +966,10 @@ Shader "HDRP/Toon"
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
// Supported shadow modes per light type
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#pragma multi_compile MATERIAL_TYPE_STANDARD MATERIAL_TYPE_FRONT_HAIR MATERIAL_TYPE_FACE MATERIAL_TYPE_EYE
#pragma multi_compile _PBR_Mode_OFF _PBR_Mode_ST _PBR_Mode_ANISO _PBR_Mode_KK _PBR_Mode_TOON
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
// #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define AREA_SHADOW_LOW
#define SHADERPASS SHADERPASS_FORWARD
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
@@ -997,12 +991,16 @@ Shader "HDRP/Toon"
//Probe volume
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
// Sample Face Shadow
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
#pragma shader_feature ENABLE_UTS_HAIR_BLENDING
#pragma shader_feature_local _MASKMAP
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _ANISOTROPYMAP
#pragma shader_feature_local _SPECULARCOLORMAP
#pragma shader_feature_local _SDFShadow
#pragma shader_feature_local _RECEIVE_HAIR_SHADOW
// Eye parallax
#pragma shader_feature_local _EYE_PARALLAX
// Eyebrow Blending with hair
#pragma shader_feature_local _EYEBROW_SEETHROUGH
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
@@ -1109,7 +1107,6 @@ Shader "HDRP/Toon"
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
@@ -1156,6 +1153,67 @@ 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
}
Pass
{
Name "HairBlendingTarget"
Tags{ "LightMode" = "HairBlendingTarget" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD
#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/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "HDRPToonHead.hlsl"
#include "HDRPToonHairBlending.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
SubShader

View File

@@ -0,0 +1,127 @@
#undef unity_ObjectToWorld
#undef unity_WorldToObject
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
// PackedVaryingsType
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
// VaryingsType
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return MotionVectorVS(varyingsType, inputMesh, inputPass);
}
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag(PackedVaryingsToPS packedInput,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0, // outSpecularLighting
#ifdef UNITY_VIRTUAL_TEXTURING
out float4 outVTFeedback : VT_BUFFER_TARGET,
#endif
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
, out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#endif // OUTPUT_SPLIT_LIGHTING
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
#ifdef _IS_CLIPPING_MASK
if (_ClippingMaskMode != 0)
{
discard;
}
#endif
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
discard;
}
#endif // _IS_CLIPPING_MATTE
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
discard;
#endif
//v.2.0.5
if (_ZOverDrawMode > 0.99f)
{
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
return;
}
_Color = _BaseColor;
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
float4 Set_UV0 = input.texCoord0;
// The following temporary definition of unity_AmbientEquator is for HDRP only.
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
//v.2.0.9
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
float3 envLightSource_SkyboxIntensity = max(
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 0.0, 0.0), input.texCoord1.xy, input.texCoord2.xy),
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, -1.0, 0.0), input.texCoord1.xy, input.texCoord2.xy)
).rgb;
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
ambientSkyColor *= GetCurrentExposureMultiplier();
float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _MainTex));
outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
// End of File

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a528382509a1bca4b9da190eb68e40d4
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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
}
}
}

View File

@@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: b3740fc2ef8a5094a81cfb53915422de
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -194,13 +194,13 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#ifdef _EYE_PARALLAX
#ifdef MATERIAL_TYPE_EYE
// Must have view Dir to work
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
float2 parallaxOffset = viewT;
parallaxOffset.y = -parallaxOffset.y;
Set_UV0.xy = clamp(Set_UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
#endif
#endif
#else
// Unused
@@ -249,11 +249,11 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef _ANISOTROPYMAP
surfaceData.anisotropy = SAMPLE_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, TRANSFORM_TEX(Set_UV0, _AnisotropyMap)).r;
#if _PBR_Mode_KK
#if _PBR_Mode_KK
surfaceData.anisotropy += ADD_IDX(_Anisotropy) - 0.5;
#else
#else
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
#endif
#endif
#else
surfaceData.anisotropy = 1.0;
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
@@ -267,9 +267,9 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef _PBR_Mode_TOON
float3 _SpecTex_var = 1;
#ifdef _SPECULARCOLORMAP
#ifdef _SPECULARCOLORMAP
_SpecTex_var = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap)).rgb;
#endif
#endif
specularColor = _SpecTex_var * _SpecularColor;
#else
specularColor = SpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
@@ -351,13 +351,13 @@ void Frag(PackedVaryingsToPS packedInput,
float3 lightColor = ApplyCurrentExposureMultiplier(lightData.color);
float3 lightDirection = -lightData.forward;
#ifndef LIGHT_EVALUATION_NO_COOKIE
#ifndef LIGHT_EVALUATION_NO_COOKIE
if (lightData.cookieMode != COOKIEMODE_NONE)
{
float3 lightToSample = input.positionRWS - lightData.positionRWS;
lightColor *= EvaluateCookie_Directional(context, lightData, lightToSample);
}
#endif
#endif
UTSLightData utsLightData;
utsLightData.lightDirection = lightDirection;
@@ -416,33 +416,33 @@ void Frag(PackedVaryingsToPS packedInput,
light.shadowIndex, L);
}
#endif // UTS_USE_RAYTRACING_SHADOW
#endif // UTS_USE_RAYTRACING_SHADOW
}
#if defined (UTS_USE_RAYTRACING_SHADOW)
#if defined (UTS_USE_RAYTRACING_SHADOW)
else
{
float r = UNITY_SAMPLE_SCREEN_SHADOW(_RaytracedHardShadow, float4(posInput.positionNDC.xy, lightDirection * _ShadowBias, 1));
context.shadowValue = r;
}
#endif // UTS_USE_RAYTRACING_SHADOW
#endif // UTS_USE_RAYTRACING_SHADOW
}
context.shadowValue = lerp(1, context.shadowValue, lightData.shadowDimmer);
customMainLight.shadowValue = context.shadowValue;
}
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
if (_DirectionalShadowIndex >= 0)
finalColor = UTS_SelfShdowMainLight(context, input, _DirectionalShadowIndex);
#else
#else
UTS_MainLight(context, input, utsLightData, surfaceData, bsdfData, inverseClipping, channelAlpha, utsData, utsAggregateLighting);
#endif
#endif
int i = 0; // Declare once to avoid the D3D11 compiler warning.
for (i = 0; i < (int)_DirectionalLightCount; ++i)
for (i = 0; i < (int) _DirectionalLightCount; ++i)
{
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
{
@@ -457,11 +457,11 @@ void Frag(PackedVaryingsToPS packedInput,
utsLightData.shadowTint = _DirectionalLightDatas[i].shadowTint;
utsLightData.penumbraTint = _DirectionalLightDatas[i].penumbraTint;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, 0, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
}
@@ -476,14 +476,14 @@ void Frag(PackedVaryingsToPS packedInput,
{
uint lightCount, lightStart;
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
lightCount = _PunctualLightCount;
lightStart = 0;
#endif
#endif
bool fastPath = false;
#if SCALARIZE_LIGHT_LOOP
#if SCALARIZE_LIGHT_LOOP
uint lightStartLane0;
fastPath = IsFastPath(lightStart, lightStartLane0);
@@ -491,7 +491,7 @@ void Frag(PackedVaryingsToPS packedInput,
{
lightStart = lightStartLane0;
}
#endif
#endif
@@ -508,11 +508,11 @@ void Frag(PackedVaryingsToPS packedInput,
while (v_lightListOffset < lightCount)
{
v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
#if SCALARIZE_LIGHT_LOOP
#if SCALARIZE_LIGHT_LOOP
uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
#else
#else
uint s_lightIdx = v_lightIdx;
#endif
#endif
if (s_lightIdx == -1)
break;
@@ -541,9 +541,9 @@ void Frag(PackedVaryingsToPS packedInput,
utsLightData.shadowTint = s_lightData.shadowTint;
utsLightData.penumbraTint = s_lightData.penumbraTint;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
float shadow = EvaluateShadow_Punctual(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), lightDirection, distances);
context.shadowValue = shadow;
@@ -565,7 +565,7 @@ void Frag(PackedVaryingsToPS packedInput,
}
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
@@ -578,12 +578,12 @@ void Frag(PackedVaryingsToPS packedInput,
{
uint lightCount, lightStart;
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
GetCountAndStart(posInput, LIGHTCATEGORY_AREA, lightStart, lightCount);
#else
#else
lightCount = _AreaLightCount;
lightStart = _PunctualLightCount;
#endif
#endif
// COMPILER BEHAVIOR WARNING!
// If rectangle lights are before line lights, the compiler will duplicate light matrices in VGPR because they are used differently between the two types of lights.
@@ -648,13 +648,13 @@ void Frag(PackedVaryingsToPS packedInput,
//Evaluate the shadow part
float shadow;
posInput.positionWS = posInput.positionWS + utsLightData.lightDirection * _ShadowBias;
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
if ((s_lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
{
shadow = GetScreenSpaceShadow(posInput, s_lightData.screenSpaceShadowIndex);
}
else
#endif
#endif
{
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
}
@@ -662,21 +662,21 @@ void Frag(PackedVaryingsToPS packedInput,
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
}
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
//utsAggregateLighting.directDiffuse += ltcValue.rgb * ltcValue.a * intensity * s_lightData.diffuseDimmer;
//utsAggregateLighting.directDiffuse += intensity;
#endif
#endif
/*
if(s_lightData.lightType == GPULIGHTTYPE_RECTANGLE)
{
#if SHADEROPTIONS_BARN_DOOR
#if SHADEROPTIONS_BARN_DOOR
// Apply the barn door modification to the light data
RectangularLightApplyBarnDoor(s_lightData, posInput.positionWS);
#endif
#endif
if (dot(s_lightData.forward, unL) < FLT_EPS)
{
@@ -691,15 +691,15 @@ void Frag(PackedVaryingsToPS packedInput,
float intensity;
// Compute the light attenuation.
#ifdef ELLIPSOIDAL_ATTENUATION
#ifdef ELLIPSOIDAL_ATTENUATION
// The attenuation volume is an axis-aligned ellipsoid s.t.
// r1 = (r + w / 2), r2 = (r + h / 2), r3 = r.
intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
#else
#else
// The attenuation volume is an axis-aligned box s.t.
// hX = (r + w / 2), hY = (r + h / 2), hZ = r.
intensity = BoxDistanceAttenuation(unL, invHalfDim, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
#endif
#endif
if(intensity != 0.0f)
{
@@ -727,12 +727,12 @@ void Frag(PackedVaryingsToPS packedInput,
float4x3 LD = mul(lightVerts, preLightData.ltcTransformDiffuse);
float3 formFactorD;
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
formFactorD = PolygonFormFactor(LD, real3(0,0,1), 4);
ltcValue = PolygonIrradianceFromVectorFormFactor(formFactorD);
#else
#else
ltcValue = PolygonIrradiance(LD);
#endif
#endif
utsLightData.diffuseDimmer *= ltcValue;
@@ -740,36 +740,36 @@ void Frag(PackedVaryingsToPS packedInput,
// Polygon irradiance in the transformed configuration.
float4x3 LS = mul(lightVerts, preLightData.ltcTransformSpecular);
float3 formFactorS;
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
formFactorS = PolygonFormFactor(LS, real3(0,0,1), 4);
ltcValue = PolygonIrradianceFromVectorFormFactor(formFactorS);
#else
#else
ltcValue = PolygonIrradiance(LS);
#endif
#endif
utsLightData.specularDimmer *= ltcValue;
//Evaluate the shadow part
float shadow;
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
if ((s_lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
{
shadow = GetScreenSpaceShadow(posInput, s_lightData.screenSpaceShadowIndex);
}
else
#endif
#endif
{
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
}
context.shadowValue = shadow;
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
}
@@ -818,11 +818,11 @@ void Frag(PackedVaryingsToPS packedInput,
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformSpecular);
utsLightData.specularDimmer *= ltcValue;
#if defined(UTS_DEBUG_SELFSHADOW)
#if defined(UTS_DEBUG_SELFSHADOW)
#else
#else
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
#endif
#endif
}
}
*/
@@ -878,7 +878,7 @@ void Frag(PackedVaryingsToPS packedInput,
// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
#if _SDFShadow || _RECEIVE_HAIR_SHADOW
#if _SDFShadow || (_RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW)
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
@@ -910,18 +910,26 @@ void Frag(PackedVaryingsToPS packedInput,
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
#endif
#if defined(_RECEIVE_HAIR_SHADOW) && defined(_HAIR_SHADOWS)
#if _RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW
// 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)));
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.
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);
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
shadowLength.y *= camDirFactor;
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);
@@ -937,7 +945,7 @@ void Frag(PackedVaryingsToPS packedInput,
float3 finalColorWoEmissive = AccumulateAggregateLighting(utsAggregateLighting);
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive );
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
finalColor = finalColorWoEmissive + emissive;
@@ -954,42 +962,25 @@ void Frag(PackedVaryingsToPS packedInput,
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
#endif
#ifdef _EYEBROW_SEETHROUGH
// By Suomi, 20230915
// The eyebrow should use transparent pass and utilize the hair depth texture we have from HairShadowPass
float2 samplingPoint = posInput.positionNDC;
float cDepth = SampleCameraDepth(samplingPoint); // Camera Depth. At transparent queue we should have all the opaque object by now
float mDepth = posInput.deviceDepth; // Depth of this fragment
float3 hDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, samplingPoint); // r: Depth of hair g: Depth of Eyebrow
float hairPixel = step(0.001, hDepth.r);
float magic = 0.075;
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
if(cDepth - mDepth > 0.02) discard; // Manual Depth Test.
// _EyeBrowBlendingFactor
outColor.a = _EyeBrowBlendingFactor;
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
//outColor.rgb = float3(hDepth.rg * 5,0);
#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
#endif
#if defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
outColor.rgb = 1;
#ifdef UTS_DEBUG_SELFSHADOW
#ifdef UTS_DEBUG_SELFSHADOW
outColor.rgb = min(finalColor, outColor.rgb);
#endif
#endif
#ifdef UTS_DEBUG_SHADOWMAP
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
#ifdef UTS_DEBUG_SHADOWMAP
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
outColor.rgb = min(context.shadowValue < 0.9f ? clamp(context.shadowValue - 0.2, 0.0, 0.9) : 1.0f, outColor.rgb);
#else
#else
outColor.rgb = min(context.shadowValue, outColor.rgb);
#endif
#endif // ifdef UTS_DEBUG_SHADOWMAP
#endif
#endif // ifdef UTS_DEBUG_SHADOWMAP
#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
#ifdef _DEPTHOFFSET_ON

View File

@@ -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));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
if(_Is_BlendAddToRimColor == 1)
{
_RimArea_var = 1 - _RimArea_var;
}
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var,_Is_BlendAddToRimColor);
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 _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));
Set_RimLight *= _RimLightVisible;
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);
if (any(Set_RimLight) * maskRimEnabled)
{
@@ -317,16 +308,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
#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));
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);
#endif

View File

@@ -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));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = dot(surfaceData.normalWS, V);
if (_Is_BlendAddToRimColor == 1)
{
_RimArea_var = 1 - _RimArea_var;
}
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var, _Is_BlendAddToRimColor);
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 _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));
Set_RimLight *= _RimLightVisible;
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)
{
@@ -216,21 +206,17 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
channelOutAlpha = _HighlightVisible;
}
// Rim light
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
#else
_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));
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);
// Rim light
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
#endif
// PBR----------------------------------------------------------------------------------------------------------------

View File

@@ -30,6 +30,9 @@ SAMPLER(sampler_DiffuseLightingMap);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_HairBlendingMap);
SAMPLER(sampler_HairBlendingMap);
TEXTURE2D(_MaskMap);
SAMPLER(sampler_MaskMap);
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map
@@ -81,7 +84,7 @@ TEXTURE2D(_SDFShadowTex);
SAMPLER(sampler_SDFShadowTex);
TEXTURE2D(_HairShadowTex);
//SAMPLER(sampler_HairShadowTex); //registered number of this sampler is more than 16, so we can't use this sampler, use s_trilinear_clamp_sampler instead
TEXTURE2D(_HairBlendingTex);
#else
@@ -344,8 +347,12 @@ CBUFFER_END
float _Outline_MaxWidth;
float4 _HairShadowRTHandleScale;
float _HairShadowDistance;
float _HairShadowDistanceScaleFactor;
float _HairShadowDepthBias;
float _HairShadowFadeInDistance;
float _HairShadowFadeOutDistance;
float4 _HairBlendingRTHandleScale;

View File

@@ -23,7 +23,7 @@ float _SDFNoseHighlightCoef;
float _SDFNoseHighlightSmoothRange;
float _EyeParallaxAmount;
float _EyeBrowBlendingFactor;
float _HairBlendingFactor;
float _BaseColor_Step;
float _BaseShade_Feather;

View File

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

View File

@@ -19,5 +19,19 @@
#define UTS_BSDFDEBUG_HAIR_ROUGHNESS (9)
#define UTS_BSDFDEBUG_NORMAL_WS (10)
//
// Unity.Toonshader.UTS_LightingDebug: static fields
//
#define UTS_LIGHTINGDEBUG_NONE (0)
#define UTS_LIGHTINGDEBUG_DIFFUSE_LIGHTING (1)
#define UTS_LIGHTINGDEBUG_SPECULAR_LIGHTING (2)
#define UTS_LIGHTINGDEBUG_DIRECT_DIFFUSE_LIGHTING (3)
#define UTS_LIGHTINGDEBUG_DIRECT_SPECULAR_LIGHTING (4)
#define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_LIGHTING (5)
#define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_LIGHTING (6)
#define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_OCCLUSION (7)
#define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_OCCLUSION (8)
#define UTS_LIGHTINGDEBUG_EMISSION (9)
#endif

View File

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

View File

@@ -1,76 +1,111 @@
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
{
[HideInInspector]
internal class UTSHairShadowPass : DrawRenderersCustomPass
{
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 const string Output_RT_Prop_Name = "_HairShadowTex";
private RTHandle _outputRTHandle;
private bool _isEnable = false;
private bool _needReallocate;
public UnityEngine.RenderingLayerMask renderingLayerMask;
private BufferQuality _shadowQuality = BufferQuality.High;
internal BufferQuality CurrentShadowQuality
{
get => _shadowQuality;
set
{
if (_shadowQuality == value)
{
return;
}
_shadowQuality = value;
_needReallocate = true;
}
}
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
{
BufferQuality.Low => new Vector2(0.5f, 0.5f),
BufferQuality.High => Vector2.one,
_ => Vector2.zero
};
var format = _shadowQuality switch
{
BufferQuality.Low => GraphicsFormat.D16_UNorm,
BufferQuality.High => GraphicsFormat.D32_SFloat,
_ => GraphicsFormat.D16_UNorm
};
_outputRTHandle?.Release();
_outputRTHandle = RTHandles.Alloc(scale, colorFormat: format, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, useDynamicScale: true, name: Output_RT_Prop_Name);
Shader.SetGlobalTexture(Output_RT_Prop_Name, _outputRTHandle);
_needReallocate = false;
}
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_outputRTHandle?.Release();
_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: Output_RT_Name);
SetEnable(true);
ReallocateBuffer();
}
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null || !utsRenderer.enableHairShadow.value || !utsRenderer.enable.value)
if (ShouldReallocateBuffer())
{
SetEnable(false);
ReallocateBuffer();
return;
}
if (!_isEnable)
{
return;
}
SetShadowProperty(utsRenderer);
if (_outputRTHandle != null)
{
Shader.SetGlobalTexture(Output_RT_Name, _outputRTHandle);
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)
var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
};
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
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.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);
@@ -85,24 +120,13 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
public void Release()
{
SetEnable(false);
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
_outputRTHandle?.Release();
}
public void SetEnable(bool isEnable)
{
if (_isEnable != isEnable)
{
if (isEnable)
{
Shader.EnableKeyword("_HAIR_SHADOWS");
}
else
{
Shader.DisableKeyword("_HAIR_SHADOWS");
}
_isEnable = isEnable;
}
}
}

View File

@@ -1,47 +1,36 @@
using Unity.Toonshader;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
[HideInInspector]
public class UTSOutlinePass : DrawRenderersCustomPass
namespace Misaki.HdrpToon
{
public UnityEngine.RenderingLayerMask renderingLayerMask;
[HideInInspector]
internal class UTSOutlinePass : DrawRenderersCustomPass
{
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
{
return;
}
if (!utsRenderer.enableOutline.value || !utsRenderer.enable.value)
if (!utsRenderer.enableOutline.value || !utsRenderer.state.value)
{
return;
}
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
var outlineTag = new ShaderTagId("Outline");
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(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(UtsShaderPassName.outlinePassId, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
excludeObjectMotionVectors = false,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
}
}
}

View File

@@ -0,0 +1,335 @@
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering.RendererUtils;
namespace Misaki.HdrpToon
{
[HideInInspector]
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 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 Hair_Blending_RTHandle_Scale_Prop_Name = "_HairBlendingRTHandleScale";
private const string Output_RT_Prop_Name = "_HairShadowTex";
private const string Hair_Blending_Prop_Name = "_HairBlendingTex";
private float _max;
private float _min;
private float[] _exposureArray;
private RTHandle _hairShadowRTHandle;
private bool _needReallocateHairShadow;
private RTHandle _hairBlendingRTHandle;
private bool _needReallocateHairBlending;
private bool _enableHairShadow;
public bool EnableHairShadow
{
get => _enableHairShadow;
set
{
if (_enableHairShadow == value)
{
return;
}
_enableHairShadow = value;
if (_enableHairShadow)
{
Shader.EnableKeyword("ENABLE_UTS_HAIR_SHAOW");
}
else
{
Shader.DisableKeyword("ENABLE_UTS_HAIR_SHAOW");
_hairShadowRTHandle?.Release();
}
}
}
private bool _enableHairBlending;
public bool EnableHairBlending
{
get => _enableHairBlending;
set
{
if (_enableHairBlending == value)
{
return;
}
_enableHairBlending = value;
if (_enableHairBlending)
{
Shader.EnableKeyword("ENABLE_UTS_HAIR_BLENDING");
}
else
{
Shader.DisableKeyword("ENABLE_UTS_HAIR_BLENDING");
_hairBlendingRTHandle?.Release();
}
}
}
private BufferQuality _hairShadowQuality = BufferQuality.High;
internal BufferQuality HairShadowQuality
{
get => _hairShadowQuality;
set
{
if (_hairShadowQuality == value)
{
return;
}
_hairShadowQuality = value;
_needReallocateHairShadow = true;
}
}
private BufferQuality _hairBlendingQuality = BufferQuality.High;
internal BufferQuality HairBlendingQuality
{
get => _hairBlendingQuality;
set
{
if (_hairBlendingQuality == value)
{
return;
}
_hairBlendingQuality = value;
_needReallocateHairBlending = true;
}
}
private bool ShouldReallocateHairShadowBuffer()
{
return _hairShadowRTHandle == null || _hairShadowRTHandle.rt == null || !_hairShadowRTHandle.rt.IsCreated() || _needReallocateHairShadow;
}
private void ReallocateHairShadowBuffer()
{
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
var scale = _hairShadowQuality switch
{
BufferQuality.Low => new Vector2(0.5f, 0.5f),
BufferQuality.High => Vector2.one,
_ => Vector2.zero
};
var format = _hairShadowQuality switch
{
BufferQuality.Low => GraphicsFormat.D16_UNorm,
BufferQuality.High => GraphicsFormat.D32_SFloat,
_ => GraphicsFormat.D16_UNorm
};
_hairShadowRTHandle?.Release();
_hairShadowRTHandle = RTHandles.Alloc(scale, colorFormat: format, isShadowMap: true, useDynamicScale: true, name: Output_RT_Prop_Name);
Shader.SetGlobalTexture(Output_RT_Prop_Name, _hairShadowRTHandle);
_needReallocateHairShadow = false;
}
private bool ShouldReallocateHairBlendingBuffer()
{
return _hairBlendingRTHandle == null || _hairBlendingRTHandle.rt == null || !_hairBlendingRTHandle.rt.IsCreated() || _needReallocateHairBlending;
}
private void ReallocateHairBlendingBuffer()
{
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
var format = _hairBlendingQuality switch
{
BufferQuality.Low => GraphicsFormat.R8G8B8A8_SNorm,
BufferQuality.High => GraphicsFormat.R8G8B8A8_SRGB,
_ => GraphicsFormat.R8G8B8A8_SRGB
};
_hairBlendingRTHandle?.Release();
_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, colorFormat: format, useDynamicScale: true, name: Hair_Blending_Prop_Name);
Shader.SetGlobalTexture(Hair_Blending_Prop_Name, _hairBlendingRTHandle);
_needReallocateHairBlending = false;
}
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_exposureArray = new float[Adjustment_Curve_Precision];
ReallocateHairShadowBuffer();
ReallocateHairBlendingBuffer();
}
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
UpdateSceneEV(utsRenderer);
RenderHairShadow(ref ctx, utsRenderer);
RenderHairBlending(ref ctx);
}
private void RenderHairShadow(ref CustomPassContext ctx, UTSRenderer utsRenderer)
{
if (!_enableHairShadow)
{
return;
}
if (ShouldReallocateHairShadowBuffer())
{
ReallocateHairShadowBuffer();
return;
}
CoreUtils.SetRenderTarget(ctx.cmd, _hairShadowRTHandle, ClearFlag.DepthStencil);
var shouldRender = utsRenderer != null && utsRenderer.enableHairShadow.value && utsRenderer.state.value;
if (!shouldRender)
{
return;
}
var result = new RendererListDesc(UtsShaderPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
Shader.SetGlobalVector(Hair_Shadow_RTHandle_Scale_Prop_Name, _hairShadowRTHandle.rtHandleProperties.rtHandleScale);
Shader.SetGlobalFloat(Hair_Shadow_Distance_Prop_Name, utsRenderer.shadowDistance.value);
Shader.SetGlobalFloat(Hair_Shadow_Distance_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);
}
private void RenderHairBlending(ref CustomPassContext ctx)
{
if (!_enableHairBlending)
{
return;
}
if (ShouldReallocateHairBlendingBuffer())
{
ReallocateHairBlendingBuffer();
return;
}
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, ctx.cameraDepthBuffer, ClearFlag.Color);
var result = new RendererListDesc(UtsShaderPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
Shader.SetGlobalVector(Hair_Blending_RTHandle_Scale_Prop_Name, _hairBlendingRTHandle.rtHandleProperties.rtHandleScale);
}
private void UpdateSceneEV(UTSRenderer 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;
_hairShadowRTHandle?.Release();
_hairBlendingRTHandle?.Release();
}
}
}

View File

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

View File

@@ -1,67 +0,0 @@
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Toonshader
{
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public static class RegisterUTSRenderPass
{
private static readonly UTSRenderPassSettings _renderSetting;
private static readonly UTSOutlinePass _outlinePass;
private static readonly UTSHairShadowPass _hairShadowPass;
static RegisterUTSRenderPass()
{
_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
if (_renderSetting == null)
{
return;
}
_outlinePass = new()
{
name = "UTS Outline",
renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
};
_hairShadowPass = new()
{
name = "UTS Hair Shadow Map",
renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer,
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
RegisterCustomPasses();
}
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
_hairShadowPass.Release();
}
public static void NotifyRendererSettingChanged()
{
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
}
}
}

View File

@@ -0,0 +1,77 @@
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace Misaki.HdrpToon
{
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public static class UTSRenderPassRegistrar
{
private static UTSRenderPassSettings _renderSetting;
private static UTSPass _utsPass;
//private static UTSHairShadowPass _hairShadowPass;
private static UTSOutlinePass _outlinePass;
static UTSRenderPassRegistrar() => RegisterCustomPasses();
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
if (_renderSetting == null)
{
return;
}
_utsPass = new UTSPass()
{
name = "UTS Pass",
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
//_hairShadowPass = new()
//{
// name = "UTS Hair Shadow Map",
// targetColorBuffer = CustomPass.TargetBuffer.None,
// targetDepthBuffer = CustomPass.TargetBuffer.None,
//};
_outlinePass = new()
{
name = "UTS Outline",
targetColorBuffer = CustomPass.TargetBuffer.Camera,
targetDepthBuffer = CustomPass.TargetBuffer.Camera,
};
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforeRendering, _utsPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
NotifyRendererSettingChanged();
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_utsPass);
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
}
public static void NotifyRendererSettingChanged()
{
if (_utsPass == null || _outlinePass == null)
{
return;
}
_utsPass.EnableHairShadow = _renderSetting.hairShadowSetting.enable;
_utsPass.HairShadowQuality = _renderSetting.hairShadowSetting.quality;
_utsPass.EnableHairBlending = _renderSetting.hairBlendingSetting.enable;
_utsPass.HairBlendingQuality = _renderSetting.hairBlendingSetting.quality;
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
}
}
}

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,8 +1,9 @@
{
"name": "com.misaki.hdrp-toon",
"version": "2.0.1",
"version": "2.1.0",
"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",
"keywords": [
"Toon",
"HDRP",
@@ -16,7 +17,7 @@
},
"repository": {
"type": "git",
"url": "https://git.personalnas.com/Misaki/hdrp-toon.git"
"url": "https://git.personalnas.com/Misaki/com.misaki.hdrp-toon.git"
},
"dependencies": {
"com.unity.render-pipelines.high-definition": "17.0.0"