mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
54 lines
2 KiB
HLSL
54 lines
2 KiB
HLSL
|
// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
|
||
|
|
||
|
#ifndef Include_NiloOutlineUtil
|
||
|
#define Include_NiloOutlineUtil
|
||
|
|
||
|
// If your project has a faster way to get camera fov in shader, you can replace this slow function to your method.
|
||
|
// For example, you write cmd.SetGlobalFloat("_CurrentCameraFOV",cameraFOV) using a new RendererFeature in C#.
|
||
|
// For this tutorial shader, we will keep things simple and use this slower but convenient method to get camera fov
|
||
|
float GetCameraFOV()
|
||
|
{
|
||
|
//https://answers.unity.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html
|
||
|
float t = unity_CameraProjection._m11;
|
||
|
float Rad2Deg = 180 / 3.1415;
|
||
|
float fov = atan(1.0f / t) * 2.0 * Rad2Deg;
|
||
|
return fov;
|
||
|
}
|
||
|
float ApplyOutlineDistanceFadeOut(float inputMulFix)
|
||
|
{
|
||
|
//make outline "fadeout" if character is too small in camera's view
|
||
|
return saturate(inputMulFix);
|
||
|
}
|
||
|
float GetOutlineCameraFovAndDistanceFixMultiplier(float positionVS_Z)
|
||
|
{
|
||
|
float cameraMulFix;
|
||
|
if(unity_OrthoParams.w == 0)
|
||
|
{
|
||
|
////////////////////////////////
|
||
|
// Perspective camera case
|
||
|
////////////////////////////////
|
||
|
|
||
|
// keep outline similar width on screen accoss all camera distance
|
||
|
cameraMulFix = abs(positionVS_Z);
|
||
|
|
||
|
// can replace to a tonemap function if a smooth stop is needed
|
||
|
cameraMulFix = ApplyOutlineDistanceFadeOut(cameraMulFix);
|
||
|
|
||
|
// keep outline similar width on screen accoss all camera fov
|
||
|
cameraMulFix *= GetCameraFOV();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
////////////////////////////////
|
||
|
// Orthographic camera case
|
||
|
////////////////////////////////
|
||
|
float orthoSize = abs(unity_OrthoParams.y);
|
||
|
orthoSize = ApplyOutlineDistanceFadeOut(orthoSize);
|
||
|
cameraMulFix = orthoSize * 50; // 50 is a magic number to match perspective camera's outline width
|
||
|
}
|
||
|
|
||
|
return cameraMulFix * 0.00005; // mul a const to make return result = default normal expand amount WS
|
||
|
}
|
||
|
#endif
|
||
|
|