Files
Misaki 973f617590 Added new stocking scope to shader gui;
Added new stocking surface feature;
Added unity 6.3 support;

Fixed the issue that ssr weight does not blend ibl and ssr properly;
Fixed the issue that material recive ssr regardless of specular ambient mode;
2025-08-17 13:10:38 +09:00

340 lines
12 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering.RendererUtils;
namespace Misaki.HdrpToon
{
[HideInInspector]
internal class UTSPass : CustomPass
{
private const int _ADJUSTMENT_CURVE_PRECISION = 128;
private const string _COMPENSATION_PROP_NAME = "_ToonEvAdjustmentCompensation";
private const string _EXPOSURE_ADJUSTMENT_PROP_NAME = "_ToonEvAdjustmentCurve";
private const string _EXPOSURE_ARRAY_PROP_NAME = "_ToonEvAdjustmentValueArray";
private const string _EXPOSURE_MIN_PROP_NAME = "_ToonEvAdjustmentValueMin";
private const string _EXPOSURE_MAX_PROP_NAME = "_ToonEvAdjustmentValueMax";
private const string _TOON_LIGHT_FILTER_PROP_NAME = "_ToonLightHiCutFilter";
private const string _IGNORE_VOLUME_EXPOSURE_PROP_NAME = "_ToonIgnoreExposureMultiplier";
private const string _HAIR_SHADOW_DISTANCE_PROP_NAME = "_HairShadowDistance";
private const string _HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME = "_HairShadowDistanceScaleFactor";
private const string _HAIR_SHADOW_DEPTH_BIAS_PROP_NAME = "_HairShadowDepthBias";
private const string _HAIR_SHADOW_FADEIN_PROP_NAME = "_HairShadowFadeInDistance";
private const string _HAIR_SHADOW_FADE_OUT_PROP_NAME = "_HairShadowFadeOutDistance";
private const string _HAIR_SHADOW_RT_PROP_NAME = "_HairShadowTex";
private const string _HAIR_BLENDING_PROP_NAME = "_HairBlendingTex";
private static readonly ProfilingSampler _hairShadowProfilingSampler = new("UTS Hair Shadow");
private static readonly ProfilingSampler _hairBlendingProfilingSampler = new("UTS Hair Blending Target");
private float _max;
private float _min;
private float[] _exposureArray;
private RTHandle _hairShadowRTHandle;
private bool _needReallocateHairShadow;
// TODO: Possible to avoid another RTHandle for depth?
private RTHandle _hairBlendingRTHandle;
private RTHandle _hairBlendingDepthRTHandle;
private bool _needReallocateHairBlending;
private bool _enableHairShadow;
public bool EnableHairShadow
{
get => _enableHairShadow;
set
{
if (_enableHairShadow == value)
{
return;
}
_enableHairShadow = value;
if (_enableHairShadow)
{
Shader.EnableKeyword("ENABLE_UTS_HAIR_SHAOW");
}
else
{
Shader.DisableKeyword("ENABLE_UTS_HAIR_SHAOW");
_hairShadowRTHandle?.Release();
}
}
}
private bool _enableHairBlending;
public bool EnableHairBlending
{
get => _enableHairBlending;
set
{
if (_enableHairBlending == value)
{
return;
}
_enableHairBlending = value;
if (_enableHairBlending)
{
Shader.EnableKeyword("ENABLE_UTS_HAIR_BLENDING");
}
else
{
Shader.DisableKeyword("ENABLE_UTS_HAIR_BLENDING");
_hairBlendingRTHandle?.Release();
}
}
}
private BufferQuality _hairShadowQuality = BufferQuality.High;
internal BufferQuality HairShadowQuality
{
get => _hairShadowQuality;
set
{
if (_hairShadowQuality == value)
{
return;
}
_hairShadowQuality = value;
_needReallocateHairShadow = true;
}
}
private BufferQuality _hairBlendingQuality = BufferQuality.High;
internal BufferQuality HairBlendingQuality
{
get => _hairBlendingQuality;
set
{
if (_hairBlendingQuality == value)
{
return;
}
_hairBlendingQuality = value;
_needReallocateHairBlending = true;
}
}
private static bool IsRTHandleValid(RTHandle rtHandle)
{
return rtHandle != null && rtHandle.rt != null && rtHandle.rt.IsCreated();
}
private void ReallocateHairShadowBuffer()
{
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
var format = _hairShadowQuality switch
{
BufferQuality.Low => GraphicsFormat.D16_UNorm,
BufferQuality.High => GraphicsFormat.D32_SFloat,
_ => GraphicsFormat.D16_UNorm
};
_hairShadowRTHandle?.Release();
_hairShadowRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, format: format, isShadowMap: true, name: _HAIR_SHADOW_RT_PROP_NAME);
Shader.SetGlobalTexture(_HAIR_SHADOW_RT_PROP_NAME, _hairShadowRTHandle);
_needReallocateHairShadow = false;
}
private void ReallocateHairBlendingBuffer()
{
#if UNITY_EDITOR
if (EditorApplication.isCompiling)
{
return;
}
#endif
var format = _hairBlendingQuality switch
{
BufferQuality.Low => GraphicsFormat.A2B10G10R10_UNormPack32,
BufferQuality.High => GraphicsFormat.R16G16B16A16_UNorm,
_ => GraphicsFormat.A2B10G10R10_UNormPack32
};
_hairBlendingRTHandle?.Release();
_hairBlendingRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: format, name: _HAIR_BLENDING_PROP_NAME);
if (_hairBlendingDepthRTHandle == null || _hairBlendingDepthRTHandle.rt == null || !_hairBlendingDepthRTHandle.rt.IsCreated())
{
_hairBlendingDepthRTHandle?.Release();
_hairBlendingDepthRTHandle = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.D16_UNorm, name: _HAIR_BLENDING_PROP_NAME + "_depth");
}
Shader.SetGlobalTexture(_HAIR_BLENDING_PROP_NAME, _hairBlendingRTHandle);
_needReallocateHairBlending = false;
}
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
_exposureArray = new float[_ADJUSTMENT_CURVE_PRECISION];
}
private void UpdateSceneEV(UTSRenderer utsRenderer)
{
if (utsRenderer == null)
{
return;
}
var toonEVAdjustment = utsRenderer.toonEVAdjustment.value ? 1 : 0;
var lightIntensityLimiter = utsRenderer.lightIntensityLimiter.value ? 1 : 0;
var ignoreVolumeExposure = utsRenderer.ignoreVolumeExposure.value ? 1 : 0;
var compensation = utsRenderer.compensation.value;
if (!utsRenderer.state.value)
{
_min = 0;
_max = 0;
_exposureArray.AsSpan().Fill(0);
toonEVAdjustment = 0;
lightIntensityLimiter = 0;
ignoreVolumeExposure = 0;
compensation = 0;
}
else
{
// Fail safe in case the curve is deleted / has 0 point
var curve = utsRenderer.adjustmentCurve.value;
if (curve == null || curve.length == 0)
{
_min = 0f;
_max = 0f;
_exposureArray.AsSpan().Fill(0);
}
else
{
_min = curve[0].time;
_max = curve[curve.length - 1].time;
var step = (_max - _min) / (_ADJUSTMENT_CURVE_PRECISION - 1f);
for (var i = 0; i < _ADJUSTMENT_CURVE_PRECISION; i++)
{
_exposureArray[i] = curve.Evaluate(_min + step * i);
}
}
}
Shader.SetGlobalFloatArray(_EXPOSURE_ARRAY_PROP_NAME, _exposureArray);
Shader.SetGlobalFloat(_EXPOSURE_MIN_PROP_NAME, _min);
Shader.SetGlobalFloat(_EXPOSURE_MAX_PROP_NAME, _max);
Shader.SetGlobalInt(_EXPOSURE_ADJUSTMENT_PROP_NAME, toonEVAdjustment);
Shader.SetGlobalInt(_TOON_LIGHT_FILTER_PROP_NAME, lightIntensityLimiter);
Shader.SetGlobalInt(_IGNORE_VOLUME_EXPOSURE_PROP_NAME, ignoreVolumeExposure);
Shader.SetGlobalFloat(_COMPENSATION_PROP_NAME, compensation);
}
private void RenderHairShadow(ref CustomPassContext ctx, UTSRenderer utsRenderer)
{
if (!_enableHairShadow
|| utsRenderer == null
|| !utsRenderer.state.value
|| !utsRenderer.enableHairShadow.value)
{
return;
}
if (!IsRTHandleValid(_hairShadowRTHandle) || _needReallocateHairShadow)
{
ReallocateHairShadowBuffer();
return;
}
using (new ProfilingScope(ctx.cmd, _hairShadowProfilingSampler))
{
CoreUtils.SetRenderTarget(ctx.cmd, _hairShadowRTHandle, ClearFlag.Depth);
var result = new RendererListDesc(UTSPassName.hairShadowCasterPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.AllOpaque),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
};
#if UNITY_6000_3_OR_NEWER
CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
#else
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
#endif
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_PROP_NAME, utsRenderer.shadowDistance.value);
Shader.SetGlobalFloat(_HAIR_SHADOW_DISTANCE_SCALE_PROP_NAME, utsRenderer.shadowDistanceScale.value);
Shader.SetGlobalFloat(_HAIR_SHADOW_DEPTH_BIAS_PROP_NAME, utsRenderer.shadowDepthBias.value);
Shader.SetGlobalFloat(_HAIR_SHADOW_FADEIN_PROP_NAME, utsRenderer.shadowFadeIn.value);
Shader.SetGlobalFloat(_HAIR_SHADOW_FADE_OUT_PROP_NAME, utsRenderer.shadowFadeOut.value);
}
}
private void RenderHairBlending(ref CustomPassContext ctx)
{
if (!_enableHairBlending)
{
return;
}
if (!IsRTHandleValid(_hairBlendingRTHandle) || _needReallocateHairBlending)
{
ReallocateHairBlendingBuffer();
return;
}
using (new ProfilingScope(ctx.cmd, _hairBlendingProfilingSampler))
{
CoreUtils.SetRenderTarget(ctx.cmd, _hairBlendingRTHandle, _hairBlendingDepthRTHandle, ClearFlag.Color | ClearFlag.Depth);
var result = new RendererListDesc(UTSPassName.hairBlendingTargetPassId, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(RenderQueueType.AllOpaque),
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
};
#if UNITY_6000_3_OR_NEWER
CoreUtils.DrawRendererList(ctx.cmd, ctx.renderContext.CreateRendererList(result));
#else
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result, ctx.hdCamera));
#endif
}
}
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
UpdateSceneEV(utsRenderer);
RenderHairShadow(ref ctx, utsRenderer);
RenderHairBlending(ref ctx);
}
protected override void Cleanup()
{
_exposureArray = null;
_hairShadowRTHandle?.Release();
_hairBlendingRTHandle?.Release();
_hairBlendingDepthRTHandle?.Release();
}
}
}