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411 lines
17 KiB
HLSL
411 lines
17 KiB
HLSL
// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
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// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up),
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// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
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#pragma once
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// We don't have "UnityCG.cginc" in SRP/URP's package anymore, so:
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// Including the following two hlsl files is enough for shading with Universal Pipeline. Everything is included in them.
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// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
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// It also includes matrix/space conversion functions and fog.
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// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
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// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
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// Required by all Universal Render Pipeline shaders.
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// It will include Unity built-in shader variables (except the lighting variables)
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// (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
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// It will also include many utilitary functions.
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// Include this if you are doing a lit shader. This includes lighting shader variables,
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// lighting and shadow functions
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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// Material shader variables are not defined in SRP or URP shader library.
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// This means _BaseColor, _BaseMap, _BaseMap_ST, and all variables in the Properties section of a shader
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// must be defined by the shader itself. If you define all those properties in CBUFFER named
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// UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost
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// of each drawcall.
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// In this case, although URP's LitInput.hlsl contains the CBUFFER for the material
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// properties defined above. As one can see this is not part of the ShaderLibrary, it specific to the
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// URP Lit shader.
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// So we are not going to use LitInput.hlsl, we will implement everything by ourself.
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//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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// we will include some utility .hlsl files to help us
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#include "NiloOutlineUtil.hlsl"
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#include "NiloZOffset.hlsl"
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#include "NiloInvLerpRemap.hlsl"
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// note:
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// subfix OS means object spaces (e.g. positionOS = position object space)
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// subfix WS means world space (e.g. positionWS = position world space)
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// subfix VS means view space (e.g. positionVS = position view space)
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// subfix CS means clip space (e.g. positionCS = position clip space)
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// all pass will share this Attributes struct (define data needed from Unity app to our vertex shader)
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struct Attributes
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{
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float3 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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};
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// all pass will share this Varyings struct (define data needed from our vertex shader to our fragment shader)
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionWSAndFogFactor : TEXCOORD1; // xyz: positionWS, w: vertex fog factor
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half3 normalWS : TEXCOORD2;
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float4 positionCS : SV_POSITION;
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};
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///////////////////////////////////////////////////////////////////////////////////////
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// CBUFFER and Uniforms
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// (you should put all uniforms of all passes inside this single UnityPerMaterial CBUFFER! else SRP batching is not possible!)
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///////////////////////////////////////////////////////////////////////////////////////
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// all sampler2D don't need to put inside CBUFFER
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sampler2D _BaseMap;
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sampler2D _EmissionMap;
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sampler2D _OcclusionMap;
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sampler2D _OutlineZOffsetMaskTex;
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// put all your uniforms(usually things inside .shader file's properties{}) inside this CBUFFER, in order to make SRP batcher compatible
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// see -> https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering/
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CBUFFER_START(UnityPerMaterial)
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// high level settings
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float _IsFace;
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// base color
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float4 _BaseMap_ST;
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half4 _BaseColor;
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// alpha
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half _Cutoff;
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// emission
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float _UseEmission;
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half3 _EmissionColor;
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half _EmissionMulByBaseColor;
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half3 _EmissionMapChannelMask;
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// occlusion
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float _UseOcclusion;
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half _OcclusionStrength;
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half4 _OcclusionMapChannelMask;
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half _OcclusionRemapStart;
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half _OcclusionRemapEnd;
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// lighting
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half3 _IndirectLightMinColor;
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half _CelShadeMidPoint;
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half _CelShadeSoftness;
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// shadow mapping
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half _ReceiveShadowMappingAmount;
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float _ReceiveShadowMappingPosOffset;
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half3 _ShadowMapColor;
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// outline
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float _OutlineWidth;
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half3 _OutlineColor;
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float _OutlineZOffset;
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float _OutlineZOffsetMaskRemapStart;
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float _OutlineZOffsetMaskRemapEnd;
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CBUFFER_END
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//a special uniform for applyShadowBiasFixToHClipPos() only, it is not a per material uniform,
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//so it is fine to write it outside our UnityPerMaterial CBUFFER
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float3 _LightDirection;
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struct ToonSurfaceData
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{
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half3 albedo;
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half alpha;
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half3 emission;
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half occlusion;
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};
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struct ToonLightingData
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{
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half3 normalWS;
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float3 positionWS;
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half3 viewDirectionWS;
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float4 shadowCoord;
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};
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///////////////////////////////////////////////////////////////////////////////////////
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// vertex shared functions
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///////////////////////////////////////////////////////////////////////////////////////
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float3 TransformPositionWSToOutlinePositionWS(float3 positionWS, float positionVS_Z, float3 normalWS)
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{
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//you can replace it to your own method! Here we will write a simple world space method for tutorial reason, it is not the best method!
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float outlineExpandAmount = _OutlineWidth * GetOutlineCameraFovAndDistanceFixMultiplier(positionVS_Z);
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return positionWS + normalWS * outlineExpandAmount;
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}
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// if "ToonShaderIsOutline" is not defined = do regular MVP transform
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// if "ToonShaderIsOutline" is defined = do regular MVP transform + push vertex out a bit according to normal direction
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Varyings VertexShaderWork(Attributes input)
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{
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Varyings output;
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// VertexPositionInputs contains position in multiple spaces (world, view, homogeneous clip space, ndc)
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// Unity compiler will strip all unused references (say you don't use view space).
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// Therefore there is more flexibility at no additional cost with this struct.
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS);
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// Similar to VertexPositionInputs, VertexNormalInputs will contain normal, tangent and bitangent
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// in world space. If not used it will be stripped.
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VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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float3 positionWS = vertexInput.positionWS;
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#ifdef ToonShaderIsOutline
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positionWS = TransformPositionWSToOutlinePositionWS(vertexInput.positionWS, vertexInput.positionVS.z, vertexNormalInput.normalWS);
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#endif
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// Computes fog factor per-vertex.
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float fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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// TRANSFORM_TEX is the same as the old shader library.
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output.uv = TRANSFORM_TEX(input.uv,_BaseMap);
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// packing positionWS(xyz) & fog(w) into a vector4
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output.positionWSAndFogFactor = float4(positionWS, fogFactor);
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output.normalWS = vertexNormalInput.normalWS; //normlaized already by GetVertexNormalInputs(...)
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output.positionCS = TransformWorldToHClip(positionWS);
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#ifdef ToonShaderIsOutline
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// [Read ZOffset mask texture]
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// we can't use tex2D() in vertex shader because ddx & ddy is unknown before rasterization,
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// so use tex2Dlod() with an explict mip level 0, put explict mip level 0 inside the 4th component of param uv)
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float outlineZOffsetMaskTexExplictMipLevel = 0;
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float outlineZOffsetMask = tex2Dlod(_OutlineZOffsetMaskTex, float4(input.uv,0,outlineZOffsetMaskTexExplictMipLevel)).r; //we assume it is a Black/White texture
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// [Remap ZOffset texture value]
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// flip texture read value so default black area = apply ZOffset, because usually outline mask texture are using this format(black = hide outline)
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outlineZOffsetMask = 1-outlineZOffsetMask;
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outlineZOffsetMask = invLerpClamp(_OutlineZOffsetMaskRemapStart,_OutlineZOffsetMaskRemapEnd,outlineZOffsetMask);// allow user to flip value or remap
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// [Apply ZOffset, Use remapped value as ZOffset mask]
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output.positionCS = NiloGetNewClipPosWithZOffset(output.positionCS, _OutlineZOffset * outlineZOffsetMask + 0.03 * _IsFace);
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#endif
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// ShadowCaster pass needs special process to positionCS, else shadow artifact will appear
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//--------------------------------------------------------------------------------------
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#ifdef ToonShaderApplyShadowBiasFix
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// see GetShadowPositionHClip() in URP/Shaders/ShadowCasterPass.hlsl
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// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, output.normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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output.positionCS = positionCS;
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#endif
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//--------------------------------------------------------------------------------------
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return output;
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}
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///////////////////////////////////////////////////////////////////////////////////////
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// fragment shared functions (Step1: prepare data structs for lighting calculation)
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///////////////////////////////////////////////////////////////////////////////////////
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half4 GetFinalBaseColor(Varyings input)
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{
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return tex2D(_BaseMap, input.uv) * _BaseColor;
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}
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half3 GetFinalEmissionColor(Varyings input)
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{
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half3 result = 0;
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if(_UseEmission)
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{
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result = tex2D(_EmissionMap, input.uv).rgb * _EmissionMapChannelMask * _EmissionColor.rgb;
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}
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return result;
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}
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half GetFinalOcculsion(Varyings input)
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{
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half result = 1;
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if(_UseOcclusion)
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{
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half4 texValue = tex2D(_OcclusionMap, input.uv);
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half occlusionValue = dot(texValue, _OcclusionMapChannelMask);
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occlusionValue = lerp(1, occlusionValue, _OcclusionStrength);
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occlusionValue = invLerpClamp(_OcclusionRemapStart, _OcclusionRemapEnd, occlusionValue);
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result = occlusionValue;
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}
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return result;
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}
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void DoClipTestToTargetAlphaValue(half alpha)
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{
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#if _UseAlphaClipping
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clip(alpha - _Cutoff);
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#endif
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}
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ToonSurfaceData InitializeSurfaceData(Varyings input)
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{
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ToonSurfaceData output;
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// albedo & alpha
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float4 baseColorFinal = GetFinalBaseColor(input);
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output.albedo = baseColorFinal.rgb;
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output.alpha = baseColorFinal.a;
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DoClipTestToTargetAlphaValue(output.alpha);// early exit if possible
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// emission
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output.emission = GetFinalEmissionColor(input);
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// occlusion
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output.occlusion = GetFinalOcculsion(input);
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return output;
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}
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ToonLightingData InitializeLightingData(Varyings input)
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{
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ToonLightingData lightingData;
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lightingData.positionWS = input.positionWSAndFogFactor.xyz;
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lightingData.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - lightingData.positionWS);
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lightingData.normalWS = normalize(input.normalWS); //interpolated normal is NOT unit vector, we need to normalize it
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return lightingData;
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}
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///////////////////////////////////////////////////////////////////////////////////////
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// fragment shared functions (Step2: calculate lighting & final color)
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///////////////////////////////////////////////////////////////////////////////////////
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// all lighting equation written inside this .hlsl,
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// just by editing this .hlsl can control most of the visual result.
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#include "SimpleURPToonLitOutlineExample_LightingEquation.hlsl"
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// this function contains no lighting logic, it just pass lighting results data around
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// the job done in this function is "do shadow mapping depth test positionWS offset"
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half3 ShadeAllLights(ToonSurfaceData surfaceData, ToonLightingData lightingData)
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{
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// Indirect lighting
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half3 indirectResult = ShadeGI(surfaceData, lightingData);
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//////////////////////////////////////////////////////////////////////////////////
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// Light struct is provided by URP to abstract light shader variables.
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// It contains light's
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// - direction
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// - color
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// - distanceAttenuation
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// - shadowAttenuation
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//
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// URP take different shading approaches depending on light and platform.
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// You should never reference light shader variables in your shader, instead use the
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// -GetMainLight()
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// -GetLight()
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// funcitons to fill this Light struct.
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//////////////////////////////////////////////////////////////////////////////////
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//==============================================================================================
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// Main light is the brightest directional light.
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// It is shaded outside the light loop and it has a specific set of variables and shading path
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// so we can be as fast as possible in the case when there's only a single directional light
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// You can pass optionally a shadowCoord. If so, shadowAttenuation will be computed.
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Light mainLight = GetMainLight();
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float3 shadowTestPosWS = lightingData.positionWS + mainLight.direction * (_ReceiveShadowMappingPosOffset + _IsFace);
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#ifdef _MAIN_LIGHT_SHADOWS
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// compute the shadow coords in the fragment shader now due to this change
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// https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/#post-5516425
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// _ReceiveShadowMappingPosOffset will control the offset the shadow comparsion position,
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// doing this is usually for hide ugly self shadow for shadow sensitive area like face
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float4 shadowCoord = TransformWorldToShadowCoord(shadowTestPosWS);
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mainLight.shadowAttenuation = MainLightRealtimeShadow(shadowCoord);
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#endif
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// Main light
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half3 mainLightResult = ShadeSingleLight(surfaceData, lightingData, mainLight, false);
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//==============================================================================================
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// All additional lights
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half3 additionalLightSumResult = 0;
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#ifdef _ADDITIONAL_LIGHTS
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// Returns the amount of lights affecting the object being renderer.
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// These lights are culled per-object in the forward renderer of URP.
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int additionalLightsCount = GetAdditionalLightsCount();
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for (int i = 0; i < additionalLightsCount; ++i)
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{
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// Similar to GetMainLight(), but it takes a for-loop index. This figures out the
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// per-object light index and samples the light buffer accordingly to initialized the
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// Light struct. If ADDITIONAL_LIGHT_CALCULATE_SHADOWS is defined it will also compute shadows.
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int perObjectLightIndex = GetPerObjectLightIndex(i);
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Light light = GetAdditionalPerObjectLight(perObjectLightIndex, lightingData.positionWS); // use original positionWS for lighting
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light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, shadowTestPosWS); // use offseted positionWS for shadow test
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// Different function used to shade additional lights.
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additionalLightSumResult += ShadeSingleLight(surfaceData, lightingData, light, true);
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}
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#endif
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//==============================================================================================
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// emission
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half3 emissionResult = ShadeEmission(surfaceData, lightingData);
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return CompositeAllLightResults(indirectResult, mainLightResult, additionalLightSumResult, emissionResult, surfaceData, lightingData);
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}
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half3 ConvertSurfaceColorToOutlineColor(half3 originalSurfaceColor)
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{
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return originalSurfaceColor * _OutlineColor;
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}
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half3 ApplyFog(half3 color, Varyings input)
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{
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half fogFactor = input.positionWSAndFogFactor.w;
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// Mix the pixel color with fogColor. You can optionaly use MixFogColor to override the fogColor
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// with a custom one.
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color = MixFog(color, fogFactor);
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return color;
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}
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// only the .shader file will call this function by
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// #pragma fragment ShadeFinalColor
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half4 ShadeFinalColor(Varyings input) : SV_TARGET
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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// first prepare all data for lighting function
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//////////////////////////////////////////////////////////////////////////////////////////
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// fillin ToonSurfaceData struct:
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ToonSurfaceData surfaceData = InitializeSurfaceData(input);
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// fillin ToonLightingData struct:
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ToonLightingData lightingData = InitializeLightingData(input);
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// apply all lighting calculation
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half3 color = ShadeAllLights(surfaceData, lightingData);
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#ifdef ToonShaderIsOutline
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color = ConvertSurfaceColorToOutlineColor(color);
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#endif
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color = ApplyFog(color, input);
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return half4(color, surfaceData.alpha);
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// fragment shared functions (for ShadowCaster pass & DepthOnly pass to use only)
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//////////////////////////////////////////////////////////////////////////////////////////
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void BaseColorAlphaClipTest(Varyings input)
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{
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DoClipTestToTargetAlphaValue(GetFinalBaseColor(input).a);
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}
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