Files
com.misaki.hdrp-toon/Runtime/HDRP/Shaders/DoubleShadeWithFeatherMainLight.hlsl
2024-08-15 17:00:11 +09:00

299 lines
20 KiB
HLSL

//Unity Toon Shader/HDRP
//nobuyuki@unity3d.com
//toshiyuki@unity3d.com (Universal RP/HDRP)
float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, float3 mainLihgtDirection, float3 mainLightColor, out float inverseClipping, out float channelOutAlpha, out UTSData utsData)
{
channelOutAlpha = 1.0f;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
inverseClipping = 0;
// 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);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
/* todo. these should be put int a struct */
float4 Set_UV0 = input.texCoord0;
float3x3 tangentTransform = input.tangentToWorld;
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
float4 n = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, Set_UV0.xy);
// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
float3 normalLocal = _NormalMap_var.rgb;
utsData.normalDirection = normalize(mul(normalLocal, tangentTransform)); // Perturbed normals
float4 _BaseColorMap_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
float3 i_normalDir = surfaceData.normalWS;
utsData.viewDirection = V;
/* to here todo. these should be put int a struct */
//v.2.0.4
#if defined(_IS_CLIPPING_MODE)
//DoubleShadeWithFeather_Clipping
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_Clipping = saturate((lerp(_ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping) + _Clipping_Level));
clip(Set_Clipping - 0.5);
#elif defined(_IS_CLIPPING_TRANSMODE) || defined(_IS_TRANSCLIPPING_ON)
//DoubleShadeWithFeather_TransClipping
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
float Set_BaseColorMapAlpha = _BaseColorMap_var.a;
float _IsBaseMapAlphaAsClippingMask_var = lerp(_ClippingMask_var.r, Set_BaseColorMapAlpha, _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);
inverseClipping = _Inverse_Clipping_var;
#elif defined(_IS_CLIPPING_OFF) || defined(_IS_TRANSCLIPPING_OFF)
//DoubleShadeWithFeather
#endif
float shadowAttenuation = (float)lightLoopContext.shadowValue;
// float4 tmpColor = EvaluateLight_Directional(context, posInput, _DirectionalLightDatas[mainLightIndex]);
// float3 mainLightColor = tmpColor.xyz;
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, mainLihgtDirection.xyz, any(mainLihgtDirection.xyz)));
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
float3 originalLightColor = mainLightColor;
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
////// Lighting:
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
//v.2.0.5
_Color = _BaseColor;
float3 Set_LightColor = lightColor.rgb;
float3 Set_BaseColor = lerp((_BaseColorMap_var.rgb * _BaseColor.rgb), ((_BaseColorMap_var.rgb * _BaseColor.rgb) * Set_LightColor), _Is_LightColor_Base);
float3 clippingColor = float3(1.0f, 1.0f, 1.0f);
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 5)
{
clippingColor = float3(0.0f, 0.0f, 0.0f);
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 1)
{
clippingColor = Set_BaseColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#ifdef UTS_LAYER_VISIBILITY
float3 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode).xyz;
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
Set_BaseColor = lerp(Set_BaseColor, overridingColor, maskEnabled);
Set_BaseColor *= _BaseColorVisible;
float Set_BaseColorAlpha = _BaseColorVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY
//v.2.0.5
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _BaseColorMap_var, _Use_BaseAs1st);
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 2)
{
clippingColor = Set_1st_ShadeColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#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(_2nd_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition));
float4 _Set_1st_ShadePosition_var = tex2D(_Set_1st_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_1st_ShadePosition));
float _1stColorFeatherForMask = lerp(_BaseShade_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
float _2ndColorFeatherForMask = lerp(_1st2nd_Shades_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
//v.2.0.6
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
float _SystemShadowsLevel_var = (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel > 0.001 ? (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel : 0.0001;
float Set_FinalShadowMask = saturate((1.0 + ((lerp(_HalfLambert_var, _HalfLambert_var * saturate(_SystemShadowsLevel_var), _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 Set_FinalBaseColor
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 3)
{
clippingColor = Set_2nd_ShadeColor;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
#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);
}
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
#endif //#ifdef UTS_LAYER_VISIBILITY
float3 Set_FinalBaseColor = 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
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);
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, utsData.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(_HighColor_Power, 5)))), pow(abs(_Specular_var), exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
float3 _HighColorWithOutTweak_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
float3 _HighColor_var = _HighColorWithOutTweak_var * _TweakHighColorMask_var;
#ifdef _IS_CLIPPING_MATTE
if (_ClippingMatteMode == 4)
{
clippingColor = _HighColorWithOutTweak_var;
return clippingColor;
}
#endif // _IS_CLIPPING_MATTE
//Composition: 3 Basic Colors and HighColor as Set_HighColor
#ifdef UTS_LAYER_VISIBILITY
float3 Set_HighColor;
{
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
_HighColor_var *= _HighlightVisible;
Set_HighColor =
lerp(SATURATE_IF_SDR(Set_FinalBaseColor - _TweakHighColorMask_var), Set_FinalBaseColor,
lerp(_Is_BlendAddToHiColor, 1.0
, _Is_SpecularToHighColor));
float3 addColor =
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
, _Is_UseTweakHighColorOnShadow);
Set_HighColor += addColor;
if (any(addColor))
{
Set_HighColor = lerp(Set_HighColor, overridingColor.xyz, maskEnabled);
channelOutAlpha = _HighlightVisible;
}
}
#else
float3 Set_HighColor = (lerp(SATURATE_IF_SDR((Set_FinalBaseColor - _TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor, 1.0, _Is_SpecularToHighColor)) + lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow));
#endif
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
float _RimArea_var = abs((1.0 - dot(lerp(i_normalDir, utsData.normalDirection, _Is_NormalMapToRimLight), utsData.viewDirection)));
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(i_normalDir, lightDirection) + 0.5;
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
#ifdef UTS_LAYER_VISIBILITY
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
float Set_RimLightAlpha = _RimLightVisible;
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
Set_RimLight *= _RimLightVisible;
float3 _RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
if (any(Set_RimLight) * maskRimEnabled)
{
_RimLight_var = overridingRimColor.xyz;
channelOutAlpha = Set_RimLightAlpha;
}
#else
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
//Composition: HighColor and RimLight as _RimLight_var
float3 _RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
#endif
//Matcap
//v.2.0.6 : CameraRolling Stabilizer
//Mirror Script Determination: if sign_Mirror = -1, determine "Inside the mirror".
//v.2.0.7
utsData.signMirror = 0.0; // i.mirrorFlag; todo.
float3 _Camera_Right = UNITY_MATRIX_V[0].xyz;
float3 _Camera_Front = UNITY_MATRIX_V[2].xyz;
float3 _Up_Unit = float3(0, 1, 0);
float3 _Right_Axis = cross(_Camera_Front, _Up_Unit);
//Invert if it's "inside the mirror".
if (utsData.signMirror < 0) {
_Right_Axis = -1 * _Right_Axis;
_Rotate_MatCapUV = -1 * _Rotate_MatCapUV;
}
else {
_Right_Axis = _Right_Axis;
}
float _Camera_Right_Magnitude = sqrt(_Camera_Right.x * _Camera_Right.x + _Camera_Right.y * _Camera_Right.y + _Camera_Right.z * _Camera_Right.z);
float _Right_Axis_Magnitude = sqrt(_Right_Axis.x * _Right_Axis.x + _Right_Axis.y * _Right_Axis.y + _Right_Axis.z * _Right_Axis.z);
float _Camera_Roll_Cos = dot(_Right_Axis, _Camera_Right) / (_Right_Axis_Magnitude * _Camera_Right_Magnitude);
utsData.cameraRoll = acos(clamp(_Camera_Roll_Cos, -1, 1));
utsData.cameraDir = _Camera_Right.y < 0 ? -1 : 1;
float _Rot_MatCapUV_var_ang = (_Rotate_MatCapUV * 3.141592654) - utsData.cameraDir * utsData.cameraRoll * _CameraRolling_Stabilizer;
//v.2.0.7
float2 _Rot_MatCapNmUV_var = RotateUV(Set_UV0.xy, (_Rotate_NormalMapForMatCapUV * 3.141592654f), float2(0.5, 0.5), 1.0);
//V.2.0.6
float3 _NormalMapForMatCap_var = UnpackNormalScale(tex2D(_NormalMapForMatCap, TRANSFORM_TEX(_Rot_MatCapNmUV_var, _NormalMapForMatCap)), _BumpScaleMatcap);
//v.2.0.5: MatCap with camera skew correction
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(lerp(i_normalDir, mul(_NormalMapForMatCap_var.rgb, tangentTransform).rgb, _Is_NormalMapForMatCap), 0))).rgb;
float3 NormalBlend_MatcapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatcapUV_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatcapUV_Base * dot(NormalBlend_MatcapUV_Base, NormalBlend_MatcapUV_Detail) / NormalBlend_MatcapUV_Base.b - NormalBlend_MatcapUV_Detail;
float2 _ViewNormalAsMatCapUV = (lerp(noSknewViewNormal, viewNormal, _Is_Ortho).rg * 0.5) + 0.5;
//v.2.0.7
float2 _Rot_MatCapUV_var = RotateUV((0.0 + ((_ViewNormalAsMatCapUV - (0.0 + _Tweak_MatCapUV)) * (1.0 - 0.0)) / ((1.0 - _Tweak_MatCapUV) - (0.0 + _Tweak_MatCapUV))), _Rot_MatCapUV_var_ang, float2(0.5, 0.5), 1.0);
//Invert if it's "inside the mirror".
if (utsData.signMirror < 0) {
_Rot_MatCapUV_var.x = 1 - _Rot_MatCapUV_var.x;
}
else {
_Rot_MatCapUV_var = _Rot_MatCapUV_var;
}
//v.2.0.6 : LOD of Matcap
//
//MatcapMask
float4 _MatCap_Sampler_var = tex2Dlod(_MatCap_Sampler, float4(TRANSFORM_TEX(_Rot_MatCapUV_var, _MatCap_Sampler), 0.0, _BlurLevelMatcap));
float4 _Set_MatcapMask_var = tex2D(_Set_MatcapMask, TRANSFORM_TEX(Set_UV0, _Set_MatcapMask));
float _Tweak_MatcapMaskLevel_var = saturate(lerp(_Set_MatcapMask_var.g, (1.0 - _Set_MatcapMask_var.g), _Inverse_MatcapMask) + _Tweak_MatcapMaskLevel);
//
float3 _Is_LightColor_MatCap_var = lerp((_MatCap_Sampler_var.rgb * _MatCapColor.rgb), ((_MatCap_Sampler_var.rgb * _MatCapColor.rgb) * Set_LightColor), _Is_LightColor_MatCap);
//v.2.0.6 : ShadowMask on Matcap in Blend mode : multiply
float3 Set_MatCap = lerp(_Is_LightColor_MatCap_var, (_Is_LightColor_MatCap_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakMatCapOnShadow)) + lerp(Set_HighColor * Set_FinalShadowMask * (1.0 - _TweakMatCapOnShadow), float3(0.0, 0.0, 0.0), _Is_BlendAddToMatCap)), _Is_UseTweakMatCapOnShadow);
//
//Composition: RimLight and MatCap as finalColor
//Broke down finalColor composition
float3 matCapColorOnAddMode = _RimLight_var + Set_MatCap * _Tweak_MatcapMaskLevel_var;
float _Tweak_MatcapMaskLevel_var_MultiplyMode = _Tweak_MatcapMaskLevel_var * lerp(1.0, (1.0 - (Set_FinalShadowMask) * (1.0 - _TweakMatCapOnShadow)), _Is_UseTweakMatCapOnShadow);
float3 matCapColorOnMultiplyMode = Set_HighColor * (1 - _Tweak_MatcapMaskLevel_var_MultiplyMode) + Set_HighColor * Set_MatCap * _Tweak_MatcapMaskLevel_var_MultiplyMode + lerp(float3(0, 0, 0), Set_RimLight, _RimLight);
float3 matCapColorFinal = lerp(matCapColorOnMultiplyMode, matCapColorOnAddMode, _Is_BlendAddToMatCap);
float3 finalColor = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
//
//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
float3 envLightColor = DecodeLightProbe(utsData.normalDirection) < float3(1, 1, 1) ? DecodeLightProbe(utsData.normalDirection) : float3(1, 1, 1);
float envLightIntensity = 0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b < 1 ? (0.299 * envLightColor.r + 0.587 * envLightColor.g + 0.114 * envLightColor.b) : 1;
finalColor = SATURATE_IF_SDR(finalColor) + (envLightColor * envLightIntensity * _GI_Intensity * smoothstep(1, 0, envLightIntensity / 2)) + emissive;
return finalColor;
}