259 lines
14 KiB
HLSL
259 lines
14 KiB
HLSL
//Unity Toon Shader/HDRP
|
|
//nobuyuki@unity3d.com
|
|
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
|
|
|
#include "PBR.hlsl"
|
|
void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, int lightType, float3 i_normalDir, float notDirectional, out float channelOutAlpha, inout UTSAggregateLighting utsAggregateLighting)
|
|
{
|
|
channelOutAlpha = 1.0f;
|
|
#ifdef _IS_CLIPPING_MATTE
|
|
if (_ClippingMatteMode != 0)
|
|
{
|
|
|
|
return float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
#endif // _IS_CLIPPING_MATTE
|
|
|
|
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);
|
|
|
|
/* 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
|
|
|
|
float3 lightDirection = utsLightData.lightDirection;
|
|
float3 additionalLightColor = utsLightData.lightColor * _Light_Intensity_Multiplier;
|
|
|
|
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
|
|
|
float4 Set_UV0 = input.texCoord0;
|
|
float3x3 tangentTransform = input.tangentToWorld;
|
|
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
|
|
float3 normalDirection = surfaceData.normalWS; // Perturbed normals
|
|
float3 viewDirection = V;
|
|
float4 _MainTex_var = float4(surfaceData.baseColor.r, surfaceData.baseColor.g, surfaceData.baseColor.b, surfaceData.coatMask);
|
|
/* end of todo.*/
|
|
|
|
SHADOW_TYPE shadowAttenuation = lightLoopContext.shadowValue;
|
|
#if !defined (UTS_USE_RAYTRACING_SHADOW)
|
|
shadowAttenuation *= 2.0f;
|
|
shadowAttenuation = saturate(shadowAttenuation);
|
|
#endif
|
|
|
|
//v.2.0.5:
|
|
float3 addPassLightColor;
|
|
if (lightType == GPULIGHTTYPE_TUBE)
|
|
{
|
|
addPassLightColor = (0.5f * (preLightData.diffuseFGD * utsLightData.diffuseDimmer) + 0.5f) / PI * additionalLightColor.rgb;
|
|
}
|
|
else if (lightType == GPULIGHTTYPE_RECTANGLE)
|
|
{
|
|
addPassLightColor = ((preLightData.diffuseFGD * utsLightData.diffuseDimmer)) * additionalLightColor.rgb;
|
|
}
|
|
else
|
|
{
|
|
addPassLightColor = (0.5f * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5f) * additionalLightColor.rgb ;
|
|
}
|
|
|
|
float pureIntencity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
|
|
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntencity), notDirectional), _Is_Filter_LightColor));
|
|
float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
|
|
//v.2.0.5:
|
|
//v.2.0.5:
|
|
_1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset);
|
|
_2nd_ShadeColor_Step = saturate(_2nd_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
|
|
float Set_BaseColorAlpha = _BaseColorVisible;
|
|
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, maskEnabled);
|
|
Set_BaseColor *= _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)), _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, 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
|
|
//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 * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
|
|
#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, maskEnabled);
|
|
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
|
|
|
|
}
|
|
#endif //#ifdef UTS_LAYER_VISIBILITY
|
|
|
|
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
|
|
|
|
// //v.2.0.5:
|
|
//SGM
|
|
//v.2.0.6
|
|
float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap, float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap), 0.0, _BlurLevelSGM));
|
|
|
|
//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 _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r + _Tweak_ShadingGradeMapLevel : 1;
|
|
|
|
float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var*saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase );
|
|
|
|
//float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase);
|
|
|
|
|
|
float _1stColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
|
|
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
|
|
|
//
|
|
float Set_FinalShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_1st_ShadeColor_Step - _1stColorFeatherForMask)) * (0.0 - 1.0)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - _1stColorFeatherForMask))));
|
|
float Set_ShadeShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)) * (0.0 - 1.0)) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)))); // 1st and 2nd Shades Mask
|
|
|
|
//SGM
|
|
|
|
//Composition: 3 Basic Colors as diffuseTerm
|
|
|
|
float3 diffuseTerm =
|
|
lerp(
|
|
Set_BaseColor,
|
|
lerp(
|
|
Set_1st_ShadeColor,
|
|
Set_2nd_ShadeColor,
|
|
Set_ShadeShadowMask
|
|
),
|
|
Set_FinalShadowMask);
|
|
#ifdef UTS_LAYER_VISIBILITY
|
|
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
|
channelOutAlpha =
|
|
lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask), Set_FinalShadowMask);
|
|
#endif
|
|
//v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
|
|
|
|
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
|
|
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(_HighColor_Power, 5)))), pow(_Specular_var, exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
|
|
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
|
|
float3 _HighColor_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
|
|
|
|
|
|
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 = dot(surfaceData.normalWS, V);
|
|
if (_Is_BlendAddToRimColor == 1)
|
|
{
|
|
_RimArea_var = 1 - _RimArea_var;
|
|
}
|
|
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(surfaceData.normalWS, 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)));
|
|
//Composition: HighColor and RimLight as _RimLight_var
|
|
|
|
#ifdef UTS_LAYER_VISIBILITY
|
|
float4 overrideColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
|
|
float isMaskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
|
|
_HighColor_var *= _TweakHighColorMask_var;
|
|
_HighColor_var *= _HighlightVisible;
|
|
|
|
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;
|
|
Set_RimLight *= _RimLight_Strength;
|
|
if(_Is_BlendAddToRimColor == 0)
|
|
{
|
|
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight) * 1, _RimLight);
|
|
}
|
|
else
|
|
{
|
|
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight) * 1, _RimLight);
|
|
}
|
|
|
|
if (any(Set_RimLight) * maskRimEnabled)
|
|
{
|
|
_HighColor_var = overridingRimColor;
|
|
channelOutAlpha = Set_RimLightAlpha;
|
|
}
|
|
|
|
diffuseTerm =
|
|
lerp(saturate(diffuseTerm - _TweakHighColorMask_var), diffuseTerm,
|
|
lerp(_Is_BlendAddToHiColor, 1.0
|
|
, _Is_SpecularToHighColor));
|
|
float3 addColor =
|
|
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
|
|
, _Is_UseTweakHighColorOnShadow);
|
|
diffuseTerm += addColor;
|
|
if (any(addColor))
|
|
{
|
|
diffuseTerm = lerp(diffuseTerm, overrideColor, isMaskEnabled);
|
|
channelOutAlpha = _HighlightVisible;
|
|
}
|
|
|
|
#else
|
|
_HighColor_var *= _TweakHighColorMask_var;
|
|
|
|
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 *= _RimLight_Strength;
|
|
if (_Is_BlendAddToRimColor == 0)
|
|
{
|
|
_HighColor_var = lerp(_HighColor_var, (_HighColor_var * Set_RimLight), _RimLight);
|
|
}
|
|
else
|
|
{
|
|
_HighColor_var = lerp(_HighColor_var, (_HighColor_var + Set_RimLight), _RimLight);
|
|
}
|
|
|
|
diffuseTerm = diffuseTerm + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
|
|
#endif
|
|
|
|
// PBR----------------------------------------------------------------------------------------------------------------
|
|
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
|
|
|
|
//Specular Term
|
|
float3 specularTerm = 0;
|
|
if(lightType == GPULIGHTTYPE_RECTANGLE || lightType == GPULIGHTTYPE_TUBE)
|
|
{
|
|
specularTerm = preLightData.specularFGD * Set_LightColor * utsLightData.specularDimmer;
|
|
#ifdef _PBR_Mode_TOON
|
|
specularTerm = StepFeatherToon(specularTerm, _ToonSpecularStep, _ToonSpecularFeather);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * Set_LightColor * utsLightData.specularDimmer;
|
|
}
|
|
|
|
specularTerm = specularTerm * (1.0 - Set_FinalShadowMask) * PI * surfaceData.specularColor;
|
|
diffuseTerm = diffuseTerm * albedoIntensity;
|
|
|
|
//float3 finalColor = diffuseTerm + specularTerm;
|
|
|
|
utsAggregateLighting.directDiffuse += diffuseTerm;
|
|
utsAggregateLighting.directSpecular += specularTerm;
|
|
|
|
//return finalColor;
|
|
} |