4 Commits

Author SHA1 Message Date
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
17 changed files with 214 additions and 392 deletions

30
CHANGELOG.md Normal file
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@@ -0,0 +1,30 @@
# Changelog
All notable changes to this project will be documented in this file.
## [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;

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@@ -1,7 +1,6 @@
fileFormatVersion: 2
guid: b8d9ae1381ecb2141b4a741976d1c827
folderAsset: yes
DefaultImporter:
guid: f6d3b51789082774690f2051bbca2438
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userData:
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@@ -18,8 +18,6 @@ namespace Unity.Toonshader.Editor
return base.CreateInspectorGUI();
}
var boxLightAdjustment = (BoxLightAdjustment)target;
var root = new VisualElement
{
dataSource = target

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@@ -2515,7 +2515,8 @@ 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();

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@@ -9,7 +9,6 @@ namespace Unity.Toonshader
public struct UTSOutlineSetting
{
public bool enable;
public RenderingLayerMask renderingLayer;
}
[Serializable]
@@ -23,7 +22,8 @@ namespace Unity.Toonshader
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;
@@ -37,21 +37,22 @@ 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);
AssetDatabase.CreateAsset(renderingSettings, UTS_RENDERING_SETTINGS_PATH);
AssetDatabase.Refresh();
}
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, false);
EditorBuildSettings.AddConfigObject(UTS_RENDERING_SETTINGS_NAME, renderingSettings, true);
return renderingSettings;
#else
return Resources.Load<UTSRenderPassSettings>(Path.GetFileNameWithoutExtension(UTS_Rendering_Settings_Path));
return Resources.Load<UTSRenderPassSettings>(UTS_RENDERING_SETTINGS_RESOURCES_PATH);
#endif
}

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@@ -1,24 +0,0 @@
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m_Name: UTSRenderSettings
m_EditorClassIdentifier:
outlineSetting:
enable: 1
renderingLayer:
serializedVersion: 0
m_Bits: 2
hairShadowSetting:
enable: 1
CasterRenderingLayer:
serializedVersion: 0
m_Bits: 4

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@@ -1,8 +0,0 @@
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@@ -184,7 +184,7 @@ 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

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@@ -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
}
}
}

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@@ -1,10 +0,0 @@
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@@ -194,13 +194,13 @@ void Frag(PackedVaryingsToPS packedInput,
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#ifdef _EYE_PARALLAX
#ifdef _EYE_PARALLAX
// 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
}
}
*/
@@ -917,8 +917,12 @@ void Frag(PackedVaryingsToPS packedInput,
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);
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;
@@ -937,7 +941,7 @@ void Frag(PackedVaryingsToPS packedInput,
float3 finalColorWoEmissive = AccumulateAggregateLighting(utsAggregateLighting);
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive );
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
finalColor = finalColorWoEmissive + emissive;
@@ -967,29 +971,28 @@ void Frag(PackedVaryingsToPS packedInput,
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.
if(cDepth - mDepth > 0.02) // Manual Depth Test
{
discard;
}
// _EyeBrowBlendingFactor
outColor.a = _EyeBrowBlendingFactor;
outColor.a = hairPixel > 0.01 ? outColor.a : 1 ;
//outColor.rgb = float3(hDepth.rg * 5,0);
#endif
#if defined(UTS_DEBUG_SHADOWMAP) || defined(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

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@@ -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

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@@ -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----------------------------------------------------------------------------------------------------------------

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@@ -24,7 +24,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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);
_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
SetEnable(true);
}
@@ -54,13 +54,13 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
depthState = new DepthState(true, CompareFunction.LessEqual),
};
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask,

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@@ -6,7 +6,7 @@ using UnityEngine.Rendering.HighDefinition;
[HideInInspector]
public class UTSOutlinePass : DrawRenderersCustomPass
{
public UnityEngine.RenderingLayerMask renderingLayerMask;
private ShaderTagId outlineTag = new("Outline");
protected override void Execute(CustomPassContext ctx)
{
@@ -19,8 +19,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
var outlineTag = new ShaderTagId("Outline");
var mask = RenderStateMask.Nothing;
var stateBlock = new RenderStateBlock(mask)
{
@@ -33,13 +31,9 @@ public class UTSOutlinePass : DrawRenderersCustomPass
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
{
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));

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@@ -24,7 +24,6 @@ namespace Unity.Toonshader
_outlinePass = new()
{
name = "UTS Outline",
renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
};
_hairShadowPass = new()
@@ -41,27 +40,26 @@ namespace Unity.Toonshader
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
_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;
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
}
}
}

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@@ -1,8 +1,9 @@
{
"name": "com.misaki.hdrp-toon",
"version": "2.0.1",
"version": "2.0.2",
"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",