144 lines
8.9 KiB
HLSL
144 lines
8.9 KiB
HLSL
//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;
|
|
}
|