//Unity Toon Shader/HDRP //nobuyuki@unity3d.com //toshiyuki@unity3d.com (Universal RP/HDRP) #define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT #if SHADERPASS != SHADERPASS_FORWARD #error SHADERPASS_is_not_correctly_define #endif #ifndef SCALARIZE_LIGHT_LOOP // We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile. // More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ . // Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime. #define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD) #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass) { 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 float ApplyChannelAlpha( float alpha) { return lerp(1.0, alpha, _ComposerMaskMode); } #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 ) { #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR // Init outMotionVector here to solve compiler warning (potentially unitialized variable) // It is init to the value of forceNoMotion (with 2.0) outMotionVec = float4(2.0, 0.0, 0.0, 0.0); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); #if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT #if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG)) input.primitiveID = packedInput.primitiveID; #endif #endif #if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false); #endif float4 UV0 = input.texCoord0; // We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer. input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy; uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize(); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex); #ifdef VARYINGS_NEED_POSITION_WS float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #ifdef MATERIAL_TYPE_EYE // Must have view Dir to work float2 viewT = TransformObjectToTangent(V, input.tangentToWorld); float2 parallaxOffset = viewT; parallaxOffset.y = -parallaxOffset.y; UV0.xy = clamp(UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1); #endif #else // Unused float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 #endif #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif SurfaceData tempSurfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData); UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V); UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData); #define UNITY_PROJ_COORD(a) a #define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r float inverseClipping = 0.0; LightLoopContext context; context.shadowContext = InitShadowContext(); context.shadowValue = 1; context.sampleReflection = 0.0; #if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320 context.splineVisibility = -1; #endif #ifdef APPLY_FOG_ON_SKY_REFLECTIONS context.positionWS = posInput.positionWS; #endif // With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix). // This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views. ApplyCameraRelativeXR(posInput.positionWS); // Initialize the contactShadow and contactShadowFade fields InitContactShadow(posInput, context); float channelAlpha = 0.0f; LightLoopOutput lightLoopOutput; ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput); UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput); /* #ifdef _EMISSIVE_SIMPLE float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(UV0, _Emissive_Tex)); float emissiveMask = _Emissive_Tex_var.a; emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask; #elif _EMISSIVE_ANIMATION //v.2.0.7 Calculation View Coord UV for Scroll float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i_normalDir, 0))).xyz; float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1, -1, 1); float3 NormalBlend_Emissive_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).xyz * float3(-1, -1, 1)) + float3(0, 0, 1); float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base * dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail) / NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail; float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy * 0.5 + 0.5; float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0); //Invert if it's "inside the mirror". if (utsData.signMirror < 0) { _ViewCoord_UV.x = 1 - _ViewCoord_UV.x; } else { _ViewCoord_UV = _ViewCoord_UV; } float2 emissive_uv = lerp(UV0, _ViewCoord_UV, _Is_ViewCoord_Scroll); // float4 _time_var = _Time; float _base_Speed_var = (_time_var.g * _Base_Speed); float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base); float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV) * _Is_PingPong_Base_var; float rotateVelocity = _Rotate_EmissiveUV * 3.141592654; float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var); float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(UV0, _Emissive_Tex)); float emissiveMask = _Emissive_Tex_var.a; _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex)); float _colorShift_Speed_var = 1.0 - cos(_time_var.g * _ColorShift_Speed); float viewShift_var = smoothstep(0.0, 1.0, max(0, dot(utsData.normalDirection, utsData.viewDirection))); float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift); float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var); float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift); emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask; // //v.2.0.6: GI_Intensity with Intensity Multiplier Filter #endif */ // We directly calculate custome main light during the light loop in upper code to avoid extra calculation //customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight); /* #if _SHADOW_MODE_SDF || (_RECEIVE_HAIR_SHADOW_ON && 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)); float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz); float3 lightDirection = normalize(lerp(defaultLightDirection, customMainLight.lightDirection.xyz, any(customMainLight.lightDirection.xyz))); lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD); float3 originalLightColor = customMainLight.lightColor.rgb; originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier; float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter)); float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade); float systemShadowValue = lerp(1.0f, saturate(customMainLight.shadowValue * 2.0f), _Set_SystemShadowsToBase); #endif #if _SHADOW_MODE_SDF // modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side float angle; bool rightside; float2 SDF_UV = TRANSFORM_TEX(UV0, _BaseColorMap); float4 sdfRes = SDFResult(rightside, angle, customMainLight.lightDirection, SDF_UV); float sdfShadowValue = 1.0f - SDFMask(angle, sdfRes.r); utsAggregateLighting.directDiffuse = lerp(_1st_Shade_var, bsdfData.diffuseColor * _BaseColor.rgb * lightColor, sdfShadowValue * systemShadowValue); utsAggregateLighting.directSpecular = lerp(0, utsAggregateLighting.directSpecular, sdfShadowValue * systemShadowValue); utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor; #endif #if _RECEIVE_HAIR_SHADOW_ON && 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))); float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face. float3 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. 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); utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue); utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue); #endif */ //outColor.rgb = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting; //outColor.a = 1.0; //return; float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting; #ifdef _IS_TRANSCLIPPING_OFF outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha)); #elif _IS_TRANSCLIPPING_ON float Set_Opacity = saturate((inverseClipping + _Tweak_transparency)); outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1)); outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha)); #endif #if _MATERIAL_TYPE_FRONTHAIR && 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 UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW outColor.rgb = 1; #ifdef UTS_DEBUG_SELFSHADOW outColor.rgb = min(finalColor, outColor.rgb); #endif #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 outColor.rgb = min(context.shadowValue, outColor.rgb); #endif #endif // ifdef UTS_DEBUG_SHADOWMAP #endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW) #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef UNITY_VIRTUAL_TEXTURING outVTFeedback = builtinData.vtPackedFeedback; #endif }