mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-03 23:07:30 +00:00
63a2814caa
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
178 lines
5.9 KiB
HLSL
178 lines
5.9 KiB
HLSL
float2 UnpackUV(float uv)
|
|
{
|
|
float2 output;
|
|
output.x = floor(uv / 4096.0);
|
|
output.y = uv - 4096.0 * output.x;
|
|
|
|
return output * 0.001953125;
|
|
}
|
|
|
|
float4 BlendARGB(float4 overlying, float4 underlying)
|
|
{
|
|
overlying.rgb *= overlying.a;
|
|
underlying.rgb *= underlying.a;
|
|
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
|
|
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
|
|
return float4(blended / alpha, alpha);
|
|
}
|
|
|
|
float3 GetSpecular(float3 n, float3 l)
|
|
{
|
|
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
|
return _SpecularColor.rgb * spec * _SpecularPower;
|
|
}
|
|
|
|
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
|
|
{
|
|
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
|
|
|
|
// Read "height field"
|
|
float4 h = float4(
|
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
|
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
|
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
|
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
|
|
|
|
bool raisedBevel = _BevelType;
|
|
|
|
h += _BevelOffset;
|
|
|
|
float bevelWidth = max(.01, _BevelWidth);
|
|
|
|
// Track outline
|
|
h -= .5;
|
|
h /= bevelWidth;
|
|
h = saturate(h + .5);
|
|
|
|
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
|
|
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
|
|
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
|
|
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
|
|
|
|
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
|
|
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
|
|
|
|
float3 f = float3(1, 1, 1);
|
|
if (isFront) f = float3(1, 1, -1);
|
|
nornmal = cross(va, vb) * f;
|
|
}
|
|
|
|
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
|
|
{
|
|
n.z = abs(n.z);
|
|
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
|
|
|
|
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
|
|
//faceColor.rgb += col * faceColor.a;
|
|
col *= 1 - (dot(n, light) * _Diffuse);
|
|
col *= lerp(_Ambient, 1, n.z * n.z);
|
|
|
|
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
|
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
|
|
|
color = float4(col, faceColor.a);
|
|
}
|
|
|
|
// Add custom function to handle time in HDRP
|
|
|
|
|
|
//
|
|
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
|
{
|
|
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
|
}
|
|
|
|
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
|
{
|
|
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
|
}
|
|
|
|
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
|
{
|
|
float2 pixelSize = position.w;
|
|
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
|
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
|
}
|
|
|
|
// UV : Texture coordinate of the source distance field texture
|
|
// TextureSize : Size of the source distance field texture
|
|
// Filter : Enable perspective filter (soften)
|
|
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
|
{
|
|
if(Filter)
|
|
{
|
|
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
|
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
|
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
|
SSR = rsqrt(s) / TextureSize;
|
|
}
|
|
else
|
|
{
|
|
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
|
SSR = s / TextureSize;
|
|
}
|
|
}
|
|
|
|
// SSR : Screen Space Ratio
|
|
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
|
// SDR : Signed Distance Ratio
|
|
//
|
|
// IsoPerimeter : Dilate / Contract the shape
|
|
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
|
{
|
|
softness *= SSR * SDR;
|
|
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
|
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
|
}
|
|
|
|
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
|
{
|
|
softness *= SSR * SDR;
|
|
float d = (SD - 0.5f) * SDR;
|
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
}
|
|
|
|
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
|
{
|
|
softness *= SSR * SDR;
|
|
float d = (SD - 0.5f) * SDR;
|
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
}
|
|
|
|
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
|
{
|
|
softness *= SSR * SDR;
|
|
float4 d = (SD - 0.5f) * SDR;
|
|
if(outline) d.w = max(max(d.x, d.y), d.z);
|
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
}
|
|
|
|
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
|
{
|
|
outColor = BlendARGB(overlying, underlying);
|
|
}
|
|
|
|
// Face only
|
|
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
|
{
|
|
color0.a *= alpha;
|
|
outColor = color0;
|
|
}
|
|
|
|
// Face + 1 Outline
|
|
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
|
{
|
|
color1.a *= alpha.y;
|
|
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
|
outColor = lerp(color1, color0, alpha.x);
|
|
outColor.rgb /= outColor.a;
|
|
}
|
|
|
|
// Face + 3 Outline
|
|
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
|
{
|
|
color3.a *= alpha.w;
|
|
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
|
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
|
outColor.rgb /= outColor.a;
|
|
}
|