//Unity Toon Shader/HDRP //nobuyuki@unity3d.com //toshiyuki@unity3d.com (Universal RP/HDRP) float3 UTS_OtherLights(FragInputs input, float3 i_normalDir, float3 additionalLightColor, float3 lightDirection, float notDirectional, out float channelOutAlpha) { channelOutAlpha = 1.0f; #ifdef _IS_CLIPPING_MATTE if (_ClippingMatteMode != 0) { return float3(0.0f, 0.0f, 0.0f); } #endif // _IS_CLIPPING_MATTE /* todo. these should be put into struct */ #ifdef VARYINGS_NEED_POSITION_WS float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else // Unused float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 #endif float4 Set_UV0 = input.texCoord0; float3x3 tangentTransform = input.tangentToWorld; //UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords)) float4 n = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, Set_UV0.xy, 0); // float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale); float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale); float3 normalLocal = _NormalMap_var.rgb; float3 normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals // float3 i_normalDir = surfaceData.normalWS; float3 viewDirection = V; float4 _MainTex_var = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex), 0.0f); /* end of todo.*/ //v.2.0.5: float3 addPassLightColor = (0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5) * additionalLightColor.rgb; float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b)); float3 lightColor = max(0, lerp(addPassLightColor, lerp(0, min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional), _Is_Filter_LightColor)); float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here. //v.2.0.5: _BaseColor_Step = saturate(_BaseColor_Step + _StepOffset); _ShadeColor_Step = saturate(_ShadeColor_Step + _StepOffset); // //v.2.0.5: If Added lights is directional, set 0 as _LightIntensity float _LightIntensity = lerp(0, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b), notDirectional); //v.2.0.5: Filtering the high intensity zone of PointLights float3 Set_LightColor = lightColor; // float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base); #ifdef UTS_LAYER_VISIBILITY float4 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode); float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode); Set_BaseColor = lerp(Set_BaseColor, overridingColor.xyz, maskEnabled); Set_BaseColor *= _BaseColorVisible; float Set_BaseColorAlpha = _BaseColorVisible; #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_1st_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap),0.0f), _MainTex_var, _Use_BaseAs1st); float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade); #ifdef UTS_LAYER_VISIBILITY { float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode); float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode); Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor.xyz, maskEnabled); Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible); } float Set_1st_ShadeAlpha = _FirstShadeVisible; #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D_LOD(_2nd_ShadeMap, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap), 0.0), _1st_ShadeMap_var, _Use_1stAs2nd); float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade); float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; float4 _Set_2nd_ShadePosition_var = tex2Dlod(_Set_2nd_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition),0.0f,0.0f)); float4 _Set_1st_ShadePosition_var = tex2Dlod(_Set_1st_ShadePosition, float4(TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition),0.0f, 0.0f)); //v.2.0.5: float _1stColorFeatherForMask = lerp(_BaseShade_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode)); float _2ndColorFeatherForMask = lerp(_1st2nd_Shades_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode)); float Set_FinalShadowMask = saturate((1.0 + ((lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase) - (_BaseColor_Step - _1stColorFeatherForMask)) * ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0)) / (_BaseColor_Step - (_BaseColor_Step - _1stColorFeatherForMask)))); //Composition: 3 Basic Colors as finalColor #ifdef UTS_LAYER_VISIBILITY { float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode); float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode); Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor.xyz, maskEnabled); Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible); } #endif //#ifdef UTS_LAYER_VISIBILITY float3 finalColor = lerp(Set_BaseColor, lerp(Set_1st_ShadeColor, Set_2nd_ShadeColor, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask); // Final Color #ifdef UTS_LAYER_VISIBILITY float Set_2nd_ShadeAlpha = _SecondShadeVisible; channelOutAlpha = lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask))))), Set_FinalShadowMask); #endif //v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False float4 _Set_HighColorMask_var = tex2Dlod(_Set_HighColorMask, float4(TRANSFORM_TEX(Set_UV0, _Set_HighColorMask),0.0f,0.0f)); float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(abs(_HighColor_Power), 5)))), pow(abs(_Specular_var), exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor)); float4 _HighColor_Tex_var = tex2Dlod(_HighColor_Tex, float4( TRANSFORM_TEX(Set_UV0, _HighColor_Tex),0.0f,0.0f)); float3 _HighColor_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor); #ifdef UTS_LAYER_VISIBILITY { float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode); float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode); _HighColor_var *= _TweakHighColorMask_var; _HighColor_var *= _HighlightVisible; finalColor = lerp(saturate(finalColor - _TweakHighColorMask_var), finalColor, lerp(_Is_BlendAddToHiColor, 1.0 , _Is_SpecularToHighColor)); float3 addColor = lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))) , _Is_UseTweakHighColorOnShadow); finalColor += addColor; if (any(addColor)) { finalColor = lerp(finalColor, overridingColor.xyz, maskEnabled); channelOutAlpha = _HighlightVisible; } } #else _HighColor_var *= _TweakHighColorMask_var; finalColor = finalColor + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor); #endif //#ifdef UTS_LAYER_VISIBILITY // finalColor = SATURATE_IF_SDR(finalColor); // pointLightColor += finalColor; return finalColor; }