199 lines
7.4 KiB
HLSL
199 lines
7.4 KiB
HLSL
//Unity Toon Shader/HDRP
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//nobuyuki@unity3d.com
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//toshiyuki@unity3d.com (Universal RP/HDRP)
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#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
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#if SHADERPASS != SHADERPASS_FORWARD
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#error SHADERPASS_is_not_correctly_define
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#endif
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#ifndef SCALARIZE_LIGHT_LOOP
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// 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.
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// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ .
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// 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.
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#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return MotionVectorVS(varyingsType, inputMesh, inputPass);
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}
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#else // _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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float ApplyChannelAlpha( float alpha)
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{
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return lerp(1.0, alpha, _ComposerMaskMode);
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}
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#ifdef UNITY_VIRTUAL_TEXTURING
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#define VT_BUFFER_TARGET SV_Target1
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#define EXTRA_BUFFER_TARGET SV_Target2
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#else
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#define EXTRA_BUFFER_TARGET SV_Target1
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#endif
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void Frag(PackedVaryingsToPS packedInput,
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#ifdef OUTPUT_SPLIT_LIGHTING
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out float4 outColor : SV_Target0, // outSpecularLighting
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#ifdef UNITY_VIRTUAL_TEXTURING
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out float4 outVTFeedback : VT_BUFFER_TARGET,
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#endif
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out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
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OUTPUT_SSSBUFFER(outSSSBuffer)
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#else
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out float4 outColor : SV_Target0
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#ifdef UNITY_VIRTUAL_TEXTURING
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,out float4 outVTFeedback : VT_BUFFER_TARGET
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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, out float4 outMotionVec : EXTRA_BUFFER_TARGET
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#endif // OUTPUT_SPLIT_LIGHTING
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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{
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
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// It is init to the value of forceNoMotion (with 2.0)
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outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
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#endif
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
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#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
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input.primitiveID = packedInput.primitiveID;
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#endif
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#endif
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#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
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input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
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#endif
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// 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.
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input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#ifdef MATERIAL_TYPE_EYE
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// Must have view Dir to work
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float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
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float2 parallaxOffset = viewT;
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parallaxOffset.y = -parallaxOffset.y;
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input.texCoord0.xy = clamp(input.texCoord0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
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#endif
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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#ifdef _SURFACE_TYPE_TRANSPARENT
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
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#else
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
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#endif
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SurfaceData tempSurfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
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UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V);
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UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
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#define UNITY_PROJ_COORD(a) a
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#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
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float inverseClipping = 0.0;
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LightLoopContext context;
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context.shadowContext = InitShadowContext();
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context.shadowValue = 1;
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context.sampleReflection = 0.0;
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#if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320
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context.splineVisibility = -1;
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#endif
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#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
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context.positionWS = posInput.positionWS;
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#endif
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// With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
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// 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.
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ApplyCameraRelativeXR(posInput.positionWS);
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// Initialize the contactShadow and contactShadowFade fields
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InitContactShadow(posInput, context);
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float channelAlpha = 0.0f;
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LightLoopOutput lightLoopOutput;
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ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
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UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
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float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
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#ifdef _IS_TRANSCLIPPING_OFF
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outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
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#elif _IS_TRANSCLIPPING_ON
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float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
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outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
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outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
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#endif
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#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
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float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
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float4 hairBlendingMap = LOAD_TEXTURE2D_X(_HairBlendingTex, screenUV);
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outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
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#endif
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#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
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outColor.rgb = 1;
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#ifdef UTS_DEBUG_SELFSHADOW
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outColor.rgb = min(finalColor, outColor.rgb);
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#endif
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#ifdef UTS_DEBUG_SHADOWMAP
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#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
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outColor.rgb = min(context.shadowValue < 0.9f ? clamp(context.shadowValue - 0.2, 0.0, 0.9) : 1.0f, outColor.rgb);
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#else
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outColor.rgb = min(context.shadowValue, outColor.rgb);
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#endif
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#endif // ifdef UTS_DEBUG_SHADOWMAP
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#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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} |