Files
com.misaki.hdrp-toon/Runtime/HDRP/Shaders/HDRPToonOutline.hlsl
2024-10-23 20:15:07 +09:00

225 lines
8.6 KiB
HLSL

//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
#undef unity_ObjectToWorld
#undef unity_WorldToObject
float4 _LightColor0; // not referenced in c# code ??
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
// PackedVaryingsType
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
// VaryingsType
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
varyingsType.vmesh.
#include "HDRPToonOutlineVertMain.hlsl"
return MotionVectorVS(varyingsType, inputMesh, inputPass);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
MotionVectorPositionZBias(output);
output.vpass.positionCS = input.vpass.positionCS;
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#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);
#include "HDRPToonOutlineVertMain.hlsl"
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#ifdef TESSELLATION_ON
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
#endif
#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
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
#ifdef _IS_CLIPPING_MASK
if (_ClippingMaskMode != 0)
{
discard;
}
#endif
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode != 0)
{
discard;
}
#endif // _IS_CLIPPING_MATTE
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
discard;
#endif
//v.2.0.5
if (_ZOverDrawMode > 0.99f)
{
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
return;
}
_Color = _BaseColor;
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
float4 Set_UV0 = input.texCoord0;
// The following temporary definition of unity_AmbientEquator is for HDRP only.
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
//v.2.0.9
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
float3 envLightSource_SkyboxIntensity = max(
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 0.0, 0.0), input.texCoord1.xy, input.texCoord2.xy),
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, -1.0, 0.0), input.texCoord1.xy, input.texCoord2.xy)
).rgb;
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
ambientSkyColor *= GetCurrentExposureMultiplier() * 5.0f;
float4 _MainTex_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _MainTex));
float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb;
float3 _Is_BlendBaseColor_var = lerp(_Outline_Color.rgb * ambientSkyColor, (_Outline_Color.rgb * ambientSkyColor * Set_BaseColor * Set_BaseColor), _Is_BlendBaseColor);
//
float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)).xyz;
float4 overridingColor = lerp(_OutlineMaskColor, float4(_OutlineMaskColor.w, _OutlineMaskColor.w, _OutlineMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_OutlineOverridden, _ComposerMaskMode);
//v.2.0.7.5
#ifdef _IS_OUTLINE_CLIPPING_NO
float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb * ambientSkyColor, _Is_OutlineTex );
if (_OutlineVisible < 0.1)
{
// Todo.
// without this, something is drawn even if _OutlineVisible = 0, in AngelRing(HDRP)
discard;
}
Set_Outline_Color = lerp(Set_Outline_Color, overridingColor.xyz, maskEnabled);
float3 volColor, volOpacity;
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);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity) + volColor * _OutlineVisible;
outColor =float4(Set_Outline_Color, _OutlineVisible );
#elif _IS_OUTLINE_CLIPPING_YES
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_MainTexAlpha = _MainTex_var.a;
float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask );
float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping );
float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level));
clip(Set_Clipping - 0.5);
float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var, Set_Clipping), float4((_OutlineTex_var.rgb * _Outline_Color.rgb * ambientSkyColor),Set_Clipping), _Is_OutlineTex );
Set_Outline_Color = lerp(Set_Outline_Color, overridingColor, maskEnabled);
Set_Outline_Color.w *= _OutlineVisible;
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);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
float3 volColor, volOpacity;
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity.x) + volColor * Set_Outline_Color.w;
outColor = Set_Outline_Color;
#endif
//outColor.rgb = ambientSkyColor;
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
// End of File