Files
com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsCommon.hlsl
Misaki 35dc7b15a6 Added new fabirc pbr mode;
Added new stocking surface feature;

Fixed the issue that diffuse bsdf is not energy conserving.
Fixed the bug that shader can not render alpha clip properly;
2025-05-15 16:07:54 +09:00

298 lines
8.3 KiB
HLSL

#ifndef UTS_COMMON
#define UTS_COMMON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define inverselerp(a, b, x) saturate(((x) - (a)) / ((b) - (a)))
#define APPLY_WEIGHT(x, y, t) lerp(x, x * y, t)
float2 GetWHRatio()
{
return float2(_ScreenParams.y / _ScreenParams.x, 1);
}
float StepAntiAliasing(float x, float y)
{
float v = x - y;
return saturate(v / fwidth(v) + HALF_MIN); //fwidth(x) = abs(ddx(x) + ddy(x))
}
float Remap(float In, float2 InMinMax, float2 OutMinMax)
{
return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
float3 ToonMaping(float3 x)
{
x = x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14);
return x;
}
float3 GetSmoothedWorldNormal(float2 uv, float3x3 t_tbn)
{
float3 normal = float3(uv, 0);
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return mul(normal, t_tbn);
}
float3 UtsComputeDiffuseColor(float3 baseColor, float metallic, float min)
{
#if _PBR_MODE_OFF
return baseColor;
#else
return baseColor * (max(min, 1.0 - metallic));
#endif
}
float3 UtsComputeDiffuseColor(float3 baseColor, float metallic)
{
return UtsComputeDiffuseColor(baseColor, metallic, 0.0);
}
float Random(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
}
float unity_noise_interpolate (float a, float b, float t)
{
return (1.0-t)*a + (t*b);
}
float ValueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
f = f * f * (3.0 - 2.0 * f);
uv = abs(frac(uv) - 0.5);
float2 c0 = i + float2(0.0, 0.0);
float2 c1 = i + float2(1.0, 0.0);
float2 c2 = i + float2(0.0, 1.0);
float2 c3 = i + float2(1.0, 1.0);
float r0 = Random(c0);
float r1 = Random(c1);
float r2 = Random(c2);
float r3 = Random(c3);
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
return t;
}
float SimpleNoise(float2 UV, float Scale)
{
float t = 0.0;
float freq = pow(2.0, float(0));
float amp = pow(0.5, float(3-0));
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
return t;
}
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
// Exposure
float3 ApplyCurrentExposureMultiplier(float3 color)
{
return color * lerp(GetCurrentExposureMultiplier(), 1, _ToonIgnoreExposureMultiplier);
}
float3 ConvertFromEV100(float3 EV100)
{
float3 value = pow(2, EV100) * 2.5f;
return value;
}
float3 ConvertToEV100(float3 value)
{
return log2(value * 0.4f);
}
float WeightSample(PositionInputs positionInput)
{
// Center-weighted
const float2 kCenter = _ScreenParams.xy * 0.5;
const float weight = pow(length((kCenter.xy - positionInput.positionSS.xy) / _ScreenParams.xy), 1.0);
return 1.0 - saturate(weight);
}
float3 ApplyCompensation(float3 originalColor)
{
float3 ev100_Color = ConvertToEV100(originalColor) + _ToonEvAdjustmentCompensation * 0.5f;
float3 resultColor = max(0, ConvertFromEV100(ev100_Color));
return resultColor;
}
float3 GetExposureAdjustedColor(float3 originalColor)
{
if (_ToonEvAdjustmentCurve != 0)
{
float3 ev100_Color = ConvertToEV100(originalColor);
ev100_Color = clamp(ev100_Color, _ToonEvAdjustmentValueMin, _ToonEvAdjustmentValueMax);
float3 ev100_remap = (ev100_Color - _ToonEvAdjustmentValueMin) * (128 - 1) / (_ToonEvAdjustmentValueMax - _ToonEvAdjustmentValueMin);
ev100_remap = clamp(ev100_remap, 0.0, 127.0);
int3 ev100_idx = (int3)ev100_remap;
float3 ev100_lerp = ev100_remap - ev100_idx;
float3 ev100_remapped;
ev100_remapped.r = _ToonEvAdjustmentValueArray[ev100_idx.r] + (_ToonEvAdjustmentValueArray[ev100_idx.r + 1] - _ToonEvAdjustmentValueArray[ev100_idx.r]) * ev100_lerp.r;
ev100_remapped.g = _ToonEvAdjustmentValueArray[ev100_idx.g] + (_ToonEvAdjustmentValueArray[ev100_idx.g + 1] - _ToonEvAdjustmentValueArray[ev100_idx.g]) * ev100_lerp.g;
ev100_remapped.b = _ToonEvAdjustmentValueArray[ev100_idx.b] + (_ToonEvAdjustmentValueArray[ev100_idx.b + 1] - _ToonEvAdjustmentValueArray[ev100_idx.b]) * ev100_lerp.b;
float3 resultColor = ConvertFromEV100(ev100_remapped);
return resultColor;
}
else // else is neccessary to avoid warrnings.
{
return originalColor;
}
}
void ApplyExposureAdjustment(inout float3 color)
{
color = GetExposureAdjustedColor(color);
color = ApplyCompensation(color);
}
// ----------------------------------------------------------------------------
// Transform
// ----------------------------------------------------------------------------
float3 ProjectOnPlane(float3 vec, float3 normal)
{
return vec - normal * dot(vec, normal);
}
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
{
float RotateUV_ang = _radian;
float RotateUV_cos = cos(_time * RotateUV_ang);
float RotateUV_sin = sin(_time * RotateUV_ang);
return(mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
}
// Anti-perspective form Colin: Counteract perspective effects by replacing regular depth with uniform depth
uniform float _AntiPerspectiveIntensity;
void AntiPerspective(inout float4 clipPos)
{
float centerVSz = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)).z;
clipPos.xy *= lerp(1.0, abs(clipPos.w) / - centerVSz, _AntiPerspectiveIntensity);
}
// ASE
float2 UnStereo(float2 UV)
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
// ----------------------------------------------------------------------------
// Color
// ----------------------------------------------------------------------------
float3 ShiftColorPurity(float3 color, float purity)
{
return lerp(Luminance(color), color, purity);
}
void AlphaGammaCorrection(inout float a1, inout float a2, inout float a3, inout float a4)
{
float4 a = float4(a1, a2, a3, a4);
a = pow(abs(a), 1 / 1.48);
a1 = a.x;
a2 = a.y;
a3 = a.z;
a4 = a.w;
}
void AlphaGammaCorrection(inout float alpha)
{
alpha = pow(abs(alpha), 1 / 1.48);
}
void AlphaGammaCorrection(inout float alpha, inout float alpha2)
{
AlphaGammaCorrection(alpha, alpha2, alpha, alpha);
}
void AlphaGammaCorrection(inout float alpha, inout float alpha2, inout float alpha3)
{
AlphaGammaCorrection(alpha, alpha2, alpha3, alpha3);
}
// ----------------------------------------------------------------------------
// Depth
// ----------------------------------------------------------------------------
float LinearEyeDepth(float z)
{
return LinearEyeDepth(z, _ZBufferParams);
}
// https://forum.unity.com/threads/what-does-unity-exactly-do-when-we-modify-z-buffer-value-using-sv_depth.526406/
float LinearEyeDepthToOutDepth(float z)
{
return(1 - _ZBufferParams.w * z) / (_ZBufferParams.z * z);
}
// Returns the forward (Right) direction of the current view in the world space.
float3 GetViewRightDir()
{
float4x4 viewMat = GetWorldToViewMatrix();
return viewMat[0].xyz;
}
// ASE
float3 InvertDepthDirHD(float3 In)
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION >= 80301
result *= float3(1, 1, -1);
#endif
return result;
}
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
// ASE
float3 GetWorldPosFromDepthBuffer(float2 clipPos01, float cameraDepth)
{
#ifdef UNITY_REVERSED_Z
float depth = (1.0 - cameraDepth);
#else
float depth = cameraDepth;
#endif
float3 screenPos_DepthBuffer = (float3(clipPos01, depth));
float4 clipPos = (float4((screenPos_DepthBuffer * 2.0 - 1.0), 1.0));
float4 viewPos = mul(unity_CameraInvProjection, clipPos);
float3 viewPosNorm = viewPos.xyz / viewPos.w;
float3 localInvertDepthDirHD = InvertDepthDirHD(viewPosNorm);
return mul(unity_CameraToWorld, float4(localInvertDepthDirHD, 1.0)).xyz;
}
#endif