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return (value - from) / (to - from); +} +half invLerpClamp(half from, half to, half value) +{ + return saturate(invLerp(from,to,value)); +} +// full control remap, but slower +half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value) +{ + half rel = invLerp(origFrom, origTo, value); + return lerp(targetFrom, targetTo, rel); +} +#endif diff --git a/Assets/GameRes/Main/Shader/NiloInvLerpRemap.hlsl.meta b/Assets/GameRes/Main/Shader/NiloInvLerpRemap.hlsl.meta new file mode 100644 index 0000000..52bab26 --- /dev/null +++ b/Assets/GameRes/Main/Shader/NiloInvLerpRemap.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8a6ad9136efda884ca79bb9a3ba46bd2 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl b/Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl new file mode 100644 index 0000000..11d3330 --- /dev/null +++ b/Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl @@ -0,0 +1,53 @@ +// 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 + diff --git a/Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl.meta b/Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl.meta new file mode 100644 index 0000000..2548f5c --- /dev/null +++ b/Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9583e58cc70809f489191680e12f05b0 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameRes/Main/Shader/NiloZOffset.hlsl b/Assets/GameRes/Main/Shader/NiloZOffset.hlsl new file mode 100644 index 0000000..96128cf --- /dev/null +++ b/Assets/GameRes/Main/Shader/NiloZOffset.hlsl @@ -0,0 +1,38 @@ +// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample + +#ifndef Include_NiloZOffset +#define Include_NiloZOffset + +// Push an imaginary vertex towards camera in view space (linear, view space unit), +// then only overwrite original positionCS.z using imaginary vertex's result positionCS.z value +// Will only affect ZTest ZWrite's depth value of vertex shader + +// Useful for: +// -Hide ugly outline on face/eye +// -Make eyebrow render on top of hair +// -Solve ZFighting issue without moving geometry +float4 NiloGetNewClipPosWithZOffset(float4 originalPositionCS, float viewSpaceZOffsetAmount) +{ + if(unity_OrthoParams.w == 0) + { + //////////////////////////////// + //Perspective camera case + //////////////////////////////// + float2 ProjM_ZRow_ZW = UNITY_MATRIX_P[2].zw; + float modifiedPositionVS_Z = -originalPositionCS.w + -viewSpaceZOffsetAmount; // push imaginary vertex + float modifiedPositionCS_Z = modifiedPositionVS_Z * ProjM_ZRow_ZW[0] + ProjM_ZRow_ZW[1]; + originalPositionCS.z = modifiedPositionCS_Z * originalPositionCS.w / (-modifiedPositionVS_Z); // overwrite positionCS.z + return originalPositionCS; + } + else + { + //////////////////////////////// + //Orthographic camera case + //////////////////////////////// + originalPositionCS.z += -viewSpaceZOffsetAmount / _ProjectionParams.z; // push imaginary vertex and overwrite positionCS.z + return originalPositionCS; + } +} + +#endif + diff --git a/Assets/GameRes/Main/Shader/NiloZOffset.hlsl.meta b/Assets/GameRes/Main/Shader/NiloZOffset.hlsl.meta new file mode 100644 index 0000000..dee6687 --- /dev/null +++ b/Assets/GameRes/Main/Shader/NiloZOffset.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 559d500ed21010c4e9987bd20ce935e5 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader new file mode 100644 index 0000000..b0ae6c5 --- /dev/null +++ b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader @@ -0,0 +1,640 @@ +// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample + +/* +This shader is a simple and short example showing you how to write your first URP custom toon lit shader with "minimum" shader code. +You can use this shader as a starting point, add/edit code to develop your own custom toon lit shader for URP14(Unity2022.3) or above. + +Usually, just by editing "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" alone can control most of the visual result. + +This shader includes 5 passes: +0.UniversalForwardOnly pass (this pass will always render to the _CameraColorAttachment* & _CameraDepthAttachment*) +1.Outline pass (this pass will always render to the _CameraColorAttachment* & _CameraDepthAttachment*) +2.ShadowCaster pass (only for URP's shadow caster rendering, render to the _MainLightShadowmapTexture* and _AdditionalLightsShadowmapTexture*. This pass won't render at all if your character don't cast shadow) +3.DepthOnly pass (only for URP's _CameraDepthTexture's rendering. This pass won't render at all if your project don't render URP's offscreen depth prepass) +4.DepthNormalsOnly pass (only for URP's _CameraDepthTexture + _CameraNormalsTexture's rendering. This pass won't render at all if your project don't render URP's offscreen depth+normal prepass) + +- Because most of the time, you use this toon lit shader for unique dynamic characters, so all lightmap related code are removed for simplicity. +- For batching, we only rely on SRP batching, which is the most practical batching method in URP for rendering lots of unique animated SkinnedMeshRenderer characters using the same shader + +Most of the properties will try to follow URP Lit shader's naming convention, +so switching your URP lit material's shader to this toon lit shader will preserve most of the original properties if defined in this shader. +For URP Lit shader's naming convention, see URP's Lit.shader. + +In this shader, sometimes we choose "conditional move (a?b:c)" or "static uniform branching (if(_Uniform))" over "shader_feature & multi_compile" for some of the toggleable features, +because: + - we want to avoid this shader's build time takes too long (2^n) + - we want to avoid shader size and memory usage becomes too large easily (2^n), 2GB memory iOS mobile will crash easily if you use too much multi_compile + - we want to avoid rendering spike/hiccup when a new shader variant was seen by the camera first time ("create GPU program" in profiler) + - we want to avoid increasing ShaderVariantCollection's keyword combination complexity + - we want to avoid breaking SRP batching because SRP batching is per shader variant batching, not per shader + + All modern GPU(include the latest high-end mobile devices) can handle "static uniform branching" with "almost" no performance cost (if register pressure is not the bottleneck). + Usually, there exist 4 cases of branching, here we sorted them by cost, from lowest cost to highest cost, + and you usually only need to worry about the "case 4" only! + + case 1 - compile time constant if(): + // absolutely 0 performance cost for any platform, unity's shader compiler will treat the false side of if() as dead code and remove it completely + // shader compiler is very good at dead code removal + #define SHOULD_RUN_FANCY_CODE 0 + if(SHOULD_RUN_FANCY_CODE) {...} + + case 2 - static uniform branching if(): + // reasonable low performance cost (except OpenGLES2, OpenGLES2 doesn't have branching and will always run both paths and discard the false path) + // since OpenGLES2 is not important anymore in 2024, we will use static uniform branching if() when suitable + CBUFFER_START(UnityPerMaterial) + float _ShouldRunFancyCode; // usually controlled by a [Toggle] in material inspector, or material.SetFloat(1 or 0) in C# + CBUFFER_END + if(_ShouldRunFancyCode) {...} + + case 3 - dynamic branching if() without divergence inside a wavefront/warp: + bool shouldRunFancyCode = (some shader calculation); // all pixels inside a wavefront/warp(imagine it is a group of 8x8 pixels) all goes into the same path, then no divergence. + if(shouldRunFancyCode) {...} + + case 4 - dynamic branching if() WITH divergence inside a wavefront/warp: + // this is the only case that will make GPU really slow! You will want to avoid it as much as possible + bool shouldRunFancyCode = (some shader calculation); // pixels inside a wavefront/warp(imagine it is a group of 8x8 pixels) goes into different paths, even it is 63 vs 1 within a 8x8 thread group, it is still divergence! + if(shouldRunFancyCode) {...} + + If you want to understand the difference between case 1-4, + Here are some extra resources about the cost of if() / branching / divergence in shader: + - https://stackoverflow.com/questions/37827216/do-conditional-statements-slow-down-shaders + - https://stackoverflow.com/questions/5340237/how-much-performance-do-conditionals-and-unused-samplers-textures-add-to-sm2-3-p/5362006#5362006 + - https://twitter.com/bgolus/status/1235351597816795136 + - https://twitter.com/bgolus/status/1235254923819802626?s=20 + - https://www.shadertoy.com/view/wlsGDl?fbclid=IwAR1ByDhQBck8VO0AMPS5XpbtBPSzSN9Mh8clW4itRgDIpy5ROcXW1Iyf86g + + [TLDR] + Just remember(even for mobile platform): + - if() itself is not evil, you CAN use it if you know there is no divergence inside a wavefront/warp, still, it is not free on mobile. + - "a ? b : c" is just a conditional move(movc / cmov) in assembly code, don't worry using it if you have calculated b and c already + - Don't try to optimize if() or "a ? b : c" by replacing them by lerp(b,c,step())..., because "a ? b : c" is always faster if you have calculated b and c already + - branching is not evil, still it is not free. Sometimes we can use branching to help GPU run faster if the skipped task is heavy! + - but, divergence is evil! If you want to use if(condition){...}else{...}, make sure the "condition" is the same within as many groups of 8x8 pixels as possible + + [Note from the developer (1)] + Using shader permutation(multi_compile/shader_feature) is still the fastest way to skip shader calculation, + because once the code doesn't exist, it will enable many compiler optimizations. + If you need the best GPU performance, and you can accept long build time and huge memory usage, you can use multi_compile/shader_feature more, especially for features with texture read. + + NiloToonURP's character shader will always prefer shader permutation if it can skip any texture read, + because the GPU hardware has very strong ALU(pure calculation) power growth since 2015 (including mobile), + but relatively weak growth in memory bandwidth(usually means buffer/texture read). + (https://community.arm.com/developer/tools-software/graphics/b/blog/posts/moving-mobile-graphics#siggraph2015) + + And when GPU is waiting for receiving texture fetch, it won't become idle, + GPU will still continue any available ALU work(latency hiding) until there is 100% nothing to calculate anymore, + also bandwidth is the biggest source of heat generation (especially on mobile without active cooling = easier overheat/thermal throttling). + So we should try our best to keep memory bandwidth usage low (since more ALU is ok, but more texture read is not ok), + the easiest way is to remove texture read using shader permutation. + + But if the code is ALU only(pure calculation), and calculation is simple on both paths on the if & else side, NiloToonURP will prefer "a ? b : c". + The rest will be static uniform branching (usually means heavy ALU only code inside an if()). + + [Note from the developer (2)] + If you are working on a game project, not a generic tool like NiloToonURP, you will always want to pack 4data (occlusion/specular/smoothness/any mask.....) into 1 RGBA texture(for fragment shader), + and pack 4data (outlineWidth/ZOffset/face area mask....) into another RGBA texture(for vertex shader), to reduce the number of texture read without changing visual result(if we ignore texture compression). + But since NiloToonURP is a generic tool that is used by different person/team/company, + we know it is VERY important for all users to be able to apply NiloToon shader to any model easily/fast/without effort, + and we know that it is almost not practical if we force regular user to pack their texture into a special format just for NiloToon shader, + so we decided we will keep every texture separated, even it is VERY slow compared to the packed texture method. + That is a sad decision in terms of performance, but a good decision for ease of use. + If user don't need the best performance, this decision is actually a plus to them since it is much more flexible when using this shader. + + [About multi_compile or shader_feature's _vertex and _fragment suffixes] + In unity 2020.3, unity added _vertex, _fragment suffixes to multi_compile and shader_feature + https://docs.unity3d.com/2020.3/Documentation/Manual/SL-MultipleProgramVariants.html (Using stage-specific keyword directives) + + The only disadvantage of NOT using _vertex and _fragment suffixes is only compilation time, not build size/memory usage: + https://docs.unity3d.com/2020.3/Documentation/Manual/SL-MultipleProgramVariants.html (Stage-specific keyword directives) + "Unity identifies and removes duplicates afterwards, so this redundant work does not affect build sizes or runtime performance; + however, if you have a lot of stages and/or variants, the time wasted during shader compilation can be significant." + +--------------------------------------------------------------------------- +More information about mobile GPU optimization can be found here, most of the best practice can apply both GPU(Mali & Adreno): +https://developer.arm.com/solutions/graphics-and-gaming/arm-mali-gpu-training + +[Shader build time and memory] +https://blog.unity.com/engine-platform/2021-lts-improvements-to-shader-build-times-and-memory-usage + +[Support SinglePassInstancing] +https://docs.unity3d.com/2022.2/Documentation/Manual/SinglePassInstancing.html + +[Conditionals can affect #pragma directives] +preprocessor conditionals can be used to influence, which #pragma directives are selected. +https://forum.unity.com/threads/new-shader-preprocessor.790328/ +https://docs.unity3d.com/Manual/shader-variant-stripping.html +Example code: +{ + #ifdef SHADER_API_DESKTOP + #pragma multi_compile _ RED GREEN BLUE WHITE + #else + #pragma shader_feature RED GREEN BLUE WHITE + #endif +} +{ + #if SHADER_API_DESKTOP + #pragma geometry ForwardPassGeometry + #endif +} +{ + #if SHADER_API_DESKTOP + #pragma vertex DesktopVert + #else + #pragma vertex MobileVert + #endif +} +{ + #if SHADER_API_DESKTOP + #pragma multi_compile SHADOWS_LOW SHADOWS_HIGH + #pragma multi_compile REFLECTIONS_LOW REFLECTIONS_HIGH + #pragma multi_compile CAUSTICS_LOW CAUSTICS_HIGH + #elif SHADER_API_MOBILE + #pragma multi_compile QUALITY_LOW QUALITY_HIGH + #pragma shader_feature CAUSTICS // Uses shader_feature, so Unity strips variants that use CAUSTICS if there are no Materials that use the keyword at build time. + #endif +} +But this will not work (Keywords coming from pragmas (shader_feature, multi_compile and variations) will not affect other pragmas.): +{ + #pragma shader_feature WIREFRAME_MODE_ON + + #ifdef WIREFRAME_MODE_ON + #pragma geometry ForwardPassGeometry + #endif +} + +[Write .shader and .hlsl using an IDE] +Rider is the best IDE for writing shader in Unity, there should be no other better tool than Rider. +If you never used Rider to write hlsl before, we highly recommend trying it for a month for free. +https://www.jetbrains.com/rider/ + +[hlsl code is inactive in Rider] +You may encounter an issue that some hlsl code is inactive within the #if #endif section, so Rider's "auto complete" and "systax highlightd" is not active, +to solve this problem, please switch the context using the "Unity Shader Context picker in the status bar" UI at the bottom right of Rider + +For details, see this Rider document about "Unity Shader Context picker in the status bar": +https://github.com/JetBrains/resharper-unity/wiki/Switching-code-analysis-context-for-hlsl-cginc-files-in-Rider +*/ +Shader "SimpleURPToonLitExample(With Outline)" +{ + Properties + { + [Header(High Level Setting)] + [ToggleUI]_IsFace("Is Face?", Float) = 0 + [Header(Mouth)] + [ToggleUI]_IsMouth("Is Mouth?", Float) = 0 + _MouthTex("Mouth Texture", 2D) = "white" {} + _FaceTex("Face Texture", 2D) = "white" {} + _Mouthc("Mouth c", float) = 0 + _Mouthr("Mouth r", float) = 0 + + [Header(Base Color)] + [MainTexture]_BaseMap("Base Map", 2D) = "white" {} + [HDR][MainColor]_BaseColor("Base Color", Color) = (1,1,1,1) + + [Header(Alpha Clipping)] + [Toggle(_UseAlphaClipping)]_UseAlphaClipping("Enable?", Float) = 0 + _Cutoff(" Cutoff", Range(0.0, 1.0)) = 0.5 + + [Header(Emission)] + [Toggle]_UseEmission("Enable?", Float) = 0 + [HDR] _EmissionColor(" Color", Color) = (0,0,0) + _EmissionMulByBaseColor(" Mul Base Color", Range(0,1)) = 0 + [NoScaleOffset]_EmissionMap(" Emission Map", 2D) = "white" {} + _EmissionMapChannelMask(" ChannelMask", Vector) = (1,1,1,0) + + [Header(Occlusion)] + [Toggle]_UseOcclusion("Enable?", Float) = 0 + _OcclusionStrength(" Strength", Range(0.0, 1.0)) = 1.0 + [NoScaleOffset]_OcclusionMap(" OcclusionMap", 2D) = "white" {} + _OcclusionMapChannelMask(" ChannelMask", Vector) = (1,0,0,0) + _OcclusionRemapStart(" RemapStart", Range(0,1)) = 0 + _OcclusionRemapEnd(" RemapEnd", Range(0,1)) = 1 + + [Header(Indirect Light)] + _IndirectLightMinColor("Min Color", Color) = (0.1,0.1,0.1,1) // can prevent completely black if light prob is not baked + _IndirectLightMultiplier("Multiplier", Range(0,1)) = 1 + + [Header(Direct Light)] + _DirectLightMultiplier("Brightness", Range(0,1)) = 1 + _CelShadeMidPoint("MidPoint", Range(-1,1)) = -0.5 + _CelShadeSoftness("Softness", Range(0,1)) = 0.05 + _MainLightIgnoreCelShade("Remove Shadow", Range(0,1)) = 0 + + [Header(Additional Light)] + _AdditionalLightIgnoreCelShade("Remove Shadow", Range(0,1)) = 0.9 + + [Header(Shadow Mapping)] + _ReceiveShadowMappingAmount("Strength", Range(0,1)) = 0.65 + _ShadowMapColor(" Shadow Color", Color) = (1,0.825,0.78) + _ReceiveShadowMappingPosOffset(" Depth Bias", Float) = 0 + + [Header(Outline)] + _OutlineWidth("Width", Range(0,4)) = 1 + _OutlineColor("Color", Color) = (0.5,0.5,0.5,1) + + [Header(Outline ZOffset)] + _OutlineZOffset("ZOffset (View Space)", Range(0,1)) = 0.0001 + [NoScaleOffset]_OutlineZOffsetMaskTex(" Mask (black is apply ZOffset)", 2D) = "black" {} + _OutlineZOffsetMaskRemapStart(" RemapStart", Range(0,1)) = 0 + _OutlineZOffsetMaskRemapEnd(" RemapEnd", Range(0,1)) = 1 + } + SubShader + { + Tags + { + // SRP introduced a new "RenderPipeline" tag in Subshader. This allows you to create shaders + // that can match multiple render pipelines. If a RenderPipeline tag is not set it will match + // any render pipeline. In case you want your SubShader to only run in URP, set the tag to + // "UniversalPipeline" + + // here "UniversalPipeline" tag is required, because we only want this shader to run in URP. + // If Universal render pipeline is not set in the graphics settings, this SubShader will fail. + + // One can add a SubShader below or fallback to Standard built-in to make this + // material works with both Universal Render Pipeline and Builtin-RP + + // the tag value is "UniversalPipeline", not "UniversalRenderPipeline", be careful! + "RenderPipeline" = "UniversalPipeline" + + // explicit SubShader tag to avoid confusion + "RenderType" = "Opaque" + "IgnoreProjector" = "True" + "UniversalMaterialType" = "ComplexLit" + "Queue"="Geometry" + } + + // You can use LOD to control if this SubShader should be used. + // if this SubShader is not allowed to be use due to LOD, + // Unity will consider the next SubShader + LOD 100 + + // We can extract duplicated hlsl code from all passes into this HLSLINCLUDE section. Less duplicated code = Less error + HLSLINCLUDE + + // all Passes will need this keyword + #pragma shader_feature_local_fragment _UseAlphaClipping + + ENDHLSL + + // [#0 Pass - ForwardLit] + // Forward only pass. + // Acts also as an opaque forward fallback for deferred rendering. + // Shades GI, all lights, shadow, emission and fog in a single pass. + // Compared to Builtin pipeline forward renderer, URP forward renderer will + // render a scene with multiple lights with less draw calls and less overdraw. + Pass + { + Name "ForwardLit" + Tags + { + // "LightMode" matches the "ShaderPassName" set in UniversalRenderPipeline.cs. + // SRPDefaultUnlit and passes with no LightMode tag are also rendered by URP + + // "LightMode" tag must be "UniversalForward" in order to render lit objects in URP. + "LightMode" = "UniversalForwardOnly" + } + + // ------------------------------------- + // Render State Commands + // - explicit render state to avoid confusion + // - you can expose these render state to material inspector if needed (see URP's Lit.shader) + Blend One Zero + ZWrite On + Cull Off + ZTest LEqual + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexShaderWork + #pragma fragment ShadeFinalColor + + // ------------------------------------- + // Material Keywords + // (all shader_feature that we needed were extracted to a shared SubShader level HLSL block already) + + // ------------------------------------- + // Universal Pipeline keywords + // You can always copy this section from URP's ComplexLit.shader + // When doing custom shaders you most often want to copy and paste these #pragma multi_compile + // These multi_compile variants are stripped from the build depending on: + // 1) Settings in the URP Asset assigned in the GraphicsSettings at build time + // e.g If you disabled AdditionalLights in all the URP assets then all _ADDITIONA_LIGHTS variants + // will be stripped from build + // 2) Invalid combinations are stripped. + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + //-------------------------------------- + // Defines + // - because this pass is just a ForwardLitOnly pass, no need any special #define + // (no special #define) + + // ------------------------------------- + // Includes + // - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include + #include "SimpleURPToonLitOutlineExample_Shared.hlsl" + + ENDHLSL + } + + // [#1 Pass - Outline] + // Same as the above "ForwardLit" pass, but: + // - vertex position are pushed out a bit base on normal direction + // - also color is tinted by outline color + // - Cull Front instead of Cull Off because Cull Front is a must for any 2 pass outline method + Pass + { + Name "Outline" + Tags + { + // IMPORTANT: don't write this line for any custom pass(e.g. outline pass)! + // else this outline pass(custom pass) will not be rendered by URP! + //"LightMode" = "UniversalForwardOnly" + + // [Important CPU performance note] + // If you need to add a custom pass to your shader (e.g. outline pass, planar shadow pass, Xray overlay pass when blocked....), + // follow these steps: + // (1) Add a new Pass{} to your shader + // (2) Write "LightMode" = "YourCustomPassTag" inside new Pass's Tags{} + // (3) Add a new custom RendererFeature(C#) to your renderer, + // (4) write cmd.DrawRenderers() with ShaderPassName = "YourCustomPassTag" + // (5) if done correctly, URP will render your new Pass{} for your shader, in a SRP-batching friendly way (usually in 1 big SRP batch) + + // For tutorial purpose, current everything is just shader files without any C#, so this Outline pass is actually NOT SRP-batching friendly. + // If you are working on a project with lots of characters, make sure you use the above method to make Outline pass SRP-batching friendly! + } + + // ------------------------------------- + // Render State Commands + // - Cull Front is a must for extra pass outline method + Blend One Zero + ZWrite On + Cull Front + ZTest LEqual + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexShaderWork + #pragma fragment ShadeFinalColor + + // ------------------------------------- + // Material Keywords + // (all shader_feature that we needed were extracted to a shared SubShader level HLSL block already) + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + //-------------------------------------- + // Defines + // - because this is an Outline pass, define "ToonShaderIsOutline" to inject outline related code into both VertexShaderWork() and ShadeFinalColor() + #define ToonShaderIsOutline + + // ------------------------------------- + // Includes + // - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include + #include "SimpleURPToonLitOutlineExample_Shared.hlsl" + + ENDHLSL + } + + // ShadowCaster pass. Used for rendering URP's shadowmaps + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + + // ------------------------------------- + // Render State Commands + // - more explicit render state to avoid confusion + ZWrite On // the only goal of this pass is to write depth! + ZTest LEqual // early exit at Early-Z stage if possible + ColorMask 0 // we don't care about color, we just want to write depth in shadow maps, ColorMask 0 will save some write bandwidth + Cull Off + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexShaderWork + #pragma fragment AlphaClipAndLODTest // we only need to do Clip(), no need shading + + // ------------------------------------- + // Material Keywords + // - the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the SubShader level HLSLINCLUDE block + // (so no need to write any extra shader_feature in this pass) + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + //-------------------------------------- + // Defines + // - because it is a ShadowCaster pass, define "ToonShaderApplyShadowBiasFix" to inject "remove shadow mapping artifact" code into VertexShaderWork() + #define ToonShaderApplyShadowBiasFix + + // ------------------------------------- + // Includes + // - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include + #include "SimpleURPToonLitOutlineExample_Shared.hlsl" + + ENDHLSL + } + + // (X) No "GBuffer" Pass + + // DepthOnly pass. Used for rendering URP's offscreen depth prepass (you can search DepthOnlyPass.cs in URP package) + // For example, when depth texture is on, we need to perform this offscreen depth prepass for this toon shader. + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + + // ------------------------------------- + // Render State Commands + // - more explicit render state to avoid confusion + ZWrite On // the only goal of this pass is to write depth! + ZTest LEqual // early exit at Early-Z stage if possible + ColorMask R // we don't care about RGB color, we just want to write depth, ColorMask R will save some write bandwidth + Cull Off + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexShaderWork + #pragma fragment DepthOnlyFragment // we only need to do Clip(), no need color shading + + // ------------------------------------- + // Material Keywords + // - the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the SubShader level HLSLINCLUDE block + // (so no need to write any extra shader_feature in this pass) + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + //-------------------------------------- + // Defines + // - because Outline area should write to depth also, define "ToonShaderIsOutline" to inject outline related code into VertexShaderWork() + #define ToonShaderIsOutline + + // ------------------------------------- + // Includes + // - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include + #include "SimpleURPToonLitOutlineExample_Shared.hlsl" + + ENDHLSL + } + + // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer. + // URP can generate a normal texture _CameraNormalsTexture + _CameraDepthTexture together when requested, + // if requested by a renderer feature(e.g. request by URP's SSAO). + Pass + { + Name "DepthNormalsOnly" + Tags + { + "LightMode" = "DepthNormalsOnly" + } + + // ------------------------------------- + // Render State Commands + // - more explicit render state to avoid confusion + ZWrite On // the only goal of this pass is to write depth! + ZTest LEqual // early exit at Early-Z stage if possible + ColorMask RGBA // we want to draw normal as rgb color! + Cull Off + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexShaderWork + #pragma fragment DepthNormalsFragment // we only need to do Clip() + normal as rgb color shading + + // ------------------------------------- + // Material Keywords + // - the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the SubShader level HLSLINCLUDE block + // (so no need to write any extra shader_feature in this pass) + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + //-------------------------------------- + // Defines + + // ------------------------------------- + // Includes + // - all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include + #include "SimpleURPToonLitOutlineExample_Shared.hlsl" + + ENDHLSL + } + + // (X) No "Meta" pass + // (X) No "Universal2D" pass + } + + FallBack "Hidden/Universal Render Pipeline/FallbackError" + + // Custom editor is possible! We recommend checking out LWGUI(https://github.com/JasonMa0012/LWGUI) + //CustomEditor "LWGUI.LWGUI" +} diff --git a/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader.meta b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader.meta new file mode 100644 index 0000000..5791823 --- /dev/null +++ b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8289bad759ddf9a44b03926a9a48a069 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_LightingEquation.hlsl b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_LightingEquation.hlsl new file mode 100644 index 0000000..1f01a91 --- /dev/null +++ b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_LightingEquation.hlsl @@ -0,0 +1,74 @@ +// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample + +// This file is intented for you to edit and experiment with different lighting equation. +// Add or edit whatever code you want here + +// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up), +// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict +#pragma once + +half3 ShadeGI(ToonSurfaceData surfaceData, ToonLightingData lightingData) +{ + // hide 3D feeling by ignoring all detail SH (leaving only the constant SH term) + // we just want some average envi indirect color only + half3 averageSH = SampleSH(0); + + // can prevent result becomes completely black if lightprobe was not baked + averageSH = max(_IndirectLightMinColor,averageSH); + + // occlusion (maximum 50% darken for indirect to prevent result becomes completely black) + half indirectOcclusion = lerp(1, surfaceData.occlusion, 0.5); + return averageSH * indirectOcclusion; +} + +// Most important part: lighting equation, edit it according to your needs, write whatever you want here, be creative! +// This function will be used by all direct lights (directional/point/spot) +half3 ShadeSingleLight(ToonSurfaceData surfaceData, ToonLightingData lightingData, Light light, bool isAdditionalLight) +{ + half3 N = lightingData.normalWS; + half3 L = light.direction; + + half NoL = dot(N,L); + + half lightAttenuation = 1; + + // light's distance & angle fade for point light & spot light (see GetAdditionalPerObjectLight(...) in Lighting.hlsl) + // Lighting.hlsl -> https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl + half distanceAttenuation = min(4,light.distanceAttenuation); //clamp to prevent light over bright if point/spot light too close to vertex + + // N dot L + // simplest 1 line cel shade, you can always replace this line by your own method! + half litOrShadowArea = smoothstep(_CelShadeMidPoint-_CelShadeSoftness,_CelShadeMidPoint+_CelShadeSoftness, NoL); + + // occlusion + litOrShadowArea *= surfaceData.occlusion; + + // face ignore celshade since it is usually very ugly using NoL method + litOrShadowArea = _IsFace? lerp(0.5,1,litOrShadowArea) : litOrShadowArea; + + // light's shadow map + litOrShadowArea *= lerp(1,light.shadowAttenuation,_ReceiveShadowMappingAmount); + + half3 litOrShadowColor = lerp(_ShadowMapColor,1, litOrShadowArea); + + half3 lightAttenuationRGB = litOrShadowColor * distanceAttenuation; + + // saturate() light.color to prevent over bright + // additional light reduce intensity since it is additive + return saturate(light.color) * lightAttenuationRGB * (isAdditionalLight ? 0.25 : 1); +} + +half3 ShadeEmission(ToonSurfaceData surfaceData, ToonLightingData lightingData) +{ + half3 emissionResult = lerp(surfaceData.emission, surfaceData.emission * surfaceData.albedo, _EmissionMulByBaseColor); // optional mul albedo + return emissionResult; +} + +half3 CompositeAllLightResults(half3 indirectResult, half3 mainLightResult, half3 additionalLightSumResult, half3 emissionResult, ToonSurfaceData surfaceData, ToonLightingData lightingData) +{ + // [remember you can write anything here, this is just a simple tutorial method] + // here we prevent light over bright, + // while still want to preserve light color's hue + half3 rawLightSum = max(indirectResult, mainLightResult + additionalLightSumResult); // pick the highest between indirect and direct light + return surfaceData.albedo * rawLightSum + emissionResult; +} diff --git a/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta new file mode 100644 index 0000000..169bb91 --- /dev/null +++ b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e6cc9731a7f56e24e86a43942c4acb82 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_Shared.hlsl b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_Shared.hlsl new file mode 100644 index 0000000..d4389dd --- /dev/null +++ b/Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample_Shared.hlsl @@ -0,0 +1,542 @@ +// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample + +// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up), +// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict +#pragma once + +// We don't have "UnityCG.cginc" in SRP/URP's package anymore, so: +// Including the following two hlsl files is enough for shading with Universal Pipeline. Everything is included in them. +// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe). +// It also includes matrix/space conversion functions and fog. +// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions +// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows. + +// Required by all Universal Render Pipeline shaders. +// It will include Unity built-in shader variables (except the lighting variables) +// (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html +// It will also include many utilitary functions. +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +// Include this if you are doing a lit shader. This includes lighting shader variables, +// lighting and shadow functions +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + +// Material shader variables are not defined in SRP or URP shader library. +// This means _BaseColor, _BaseMap, _BaseMap_ST, and all variables in the Properties section of a shader +// must be defined by the shader itself. If you define all those properties in CBUFFER named +// UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost +// of each drawcall. +// In this case, although URP's LitInput.hlsl contains the CBUFFER for the material +// properties defined above. As one can see this is not part of the ShaderLibrary, it specific to the +// URP Lit shader. +// So we are not going to use LitInput.hlsl, we will implement everything by ourself. +//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + +// we will include some utility .hlsl files to help us +#include "NiloOutlineUtil.hlsl" +#include "NiloZOffset.hlsl" +#include "NiloInvLerpRemap.hlsl" + +// note: +// subfix OS means object spaces (e.g. positionOS = position object space) +// subfix WS means world space (e.g. positionWS = position world space) +// subfix VS means view space (e.g. positionVS = position view space) +// subfix CS means clip space (e.g. positionCS = position clip space) + +// all pass will share this Attributes struct (define data needed from Unity app to our vertex shader) +struct Attributes +{ + float3 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + + // to support GPU instancing and Single Pass Stereo rendering(VR), add the following section + UNITY_VERTEX_INPUT_INSTANCE_ID // For non PSSL, equals to -> uint instanceID : SV_InstanceID; +}; + +// all pass will share this Varyings struct (define data needed from our vertex shader to our fragment shader) +struct Varyings +{ + float2 uv : TEXCOORD0; + float4 positionWSAndFogFactor : TEXCOORD1; // xyz: positionWS, w: vertex fog factor + half3 normalWS : TEXCOORD2; + float4 positionCS : SV_POSITION; + + // to support GPU instancing and Single Pass Stereo rendering(VR), add the following section + UNITY_VERTEX_INPUT_INSTANCE_ID // For non PSSL, equals to -> uint instanceID : SV_InstanceID; + UNITY_VERTEX_OUTPUT_STEREO // For non OpenGL and non PSSL, equals to -> uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; (when UNITY_STEREO_INSTANCING_ENABLED) +}; + +/////////////////////////////////////////////////////////////////////////////////////// +// CBUFFER and Uniforms +// (you should put all uniforms of all passes inside this single UnityPerMaterial CBUFFER! else SRP batching is not possible!) +/////////////////////////////////////////////////////////////////////////////////////// + +// all sampler2D don't need to put inside CBUFFER +sampler2D _BaseMap; +//sampler2D _MouthTex; +TEXTURE2D(_MouthTex); +SAMPLER(sampler_MouthTex); +TEXTURE2D(_FaceTex); +SAMPLER(sampler_FaceTex); +sampler2D _EmissionMap; +sampler2D _OcclusionMap; +sampler2D _OutlineZOffsetMaskTex; + +// put all your uniforms(usually things inside .shader file's properties{}) inside this CBUFFER, in order to make SRP batcher compatible +// see -> https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering/ +CBUFFER_START(UnityPerMaterial) + + // high level settings + float _IsFace; + + float _IsMouth; + float _Mouthc; + float _Mouthr; + + // base color + float4 _BaseMap_ST; + half4 _BaseColor; + + float4 _MouthTex_ST; + float4 _FaceTex_ST; + + // alpha + half _Cutoff; + + // emission + float _UseEmission; + half3 _EmissionColor; + half _EmissionMulByBaseColor; + half3 _EmissionMapChannelMask; + + // occlusion + float _UseOcclusion; + half _OcclusionStrength; + half4 _OcclusionMapChannelMask; + half _OcclusionRemapStart; + half _OcclusionRemapEnd; + + // lighting + half3 _IndirectLightMinColor; + half _CelShadeMidPoint; + half _CelShadeSoftness; + + // shadow mapping + half _ReceiveShadowMappingAmount; + float _ReceiveShadowMappingPosOffset; + half3 _ShadowMapColor; + + // outline + float _OutlineWidth; + half3 _OutlineColor; + float _OutlineZOffset; + float _OutlineZOffsetMaskRemapStart; + float _OutlineZOffsetMaskRemapEnd; + +CBUFFER_END + +//a special uniform for applyShadowBiasFixToHClipPos() only, it is not a per material uniform, +//so it is fine to write it outside our UnityPerMaterial CBUFFER +float3 _LightDirection; + +struct ToonSurfaceData +{ + half3 albedo; + half alpha; + half3 emission; + half occlusion; +}; +struct ToonLightingData +{ + half3 normalWS; + float3 positionWS; + half3 viewDirectionWS; + float4 shadowCoord; +}; + +/////////////////////////////////////////////////////////////////////////////////////// +// vertex shared functions +/////////////////////////////////////////////////////////////////////////////////////// + +float3 TransformPositionWSToOutlinePositionWS(float3 positionWS, float positionVS_Z, float3 normalWS) +{ + //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! + float outlineExpandAmount = _OutlineWidth * GetOutlineCameraFovAndDistanceFixMultiplier(positionVS_Z); + + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(UNITY_STEREO_DOUBLE_WIDE_ENABLED) + outlineExpandAmount *= 0.5; + #endif + + return positionWS + normalWS * outlineExpandAmount; +} + +// if "ToonShaderIsOutline" is not defined = do regular MVP transform +// if "ToonShaderIsOutline" is defined = do regular MVP transform + push vertex out a bit according to normal direction +Varyings VertexShaderWork(Attributes input) +{ + Varyings output; + + ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // after invalid/discard vertex, do this part asap. + // to support GPU instancing and Single Pass Stereo rendering(VR), add the following section + ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + UNITY_SETUP_INSTANCE_ID(input); // will turn into this in non OpenGL and non PSSL -> UnitySetupInstanceID(input.instanceID); + UNITY_TRANSFER_INSTANCE_ID(input, output); // will turn into this in non OpenGL and non PSSL -> output.instanceID = input.instanceID; + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // will turn into this in non OpenGL and non PSSL -> output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex; + + // VertexPositionInputs contains position in multiple spaces (world, view, homogeneous clip space, ndc) + // Unity compiler will strip all unused references (say you don't use view space). + // Therefore there is more flexibility at no additional cost with this struct. + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS); + + // Similar to VertexPositionInputs, VertexNormalInputs will contain normal, tangent and bitangent + // in world space. If not used it will be stripped. + VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); + + float3 positionWS = vertexInput.positionWS; + +#ifdef ToonShaderIsOutline + positionWS = TransformPositionWSToOutlinePositionWS(vertexInput.positionWS, vertexInput.positionVS.z, vertexNormalInput.normalWS); +#endif + + // Computes fog factor per-vertex. + float fogFactor = ComputeFogFactor(vertexInput.positionCS.z); + + // TRANSFORM_TEX is the same as the old shader library. + output.uv = TRANSFORM_TEX(input.uv,_BaseMap); + + // packing positionWS(xyz) & fog(w) into a vector4 + output.positionWSAndFogFactor = float4(positionWS, fogFactor); + output.normalWS = vertexNormalInput.normalWS; //normlaized already by GetVertexNormalInputs(...) + + output.positionCS = TransformWorldToHClip(positionWS); + +#ifdef ToonShaderIsOutline + // [Read ZOffset mask texture] + // we can't use tex2D() in vertex shader because ddx & ddy is unknown before rasterization, + // so use tex2Dlod() with an explict mip level 0, put explict mip level 0 inside the 4th component of param uv) + float outlineZOffsetMaskTexExplictMipLevel = 0; + float outlineZOffsetMask = tex2Dlod(_OutlineZOffsetMaskTex, float4(input.uv,0,outlineZOffsetMaskTexExplictMipLevel)).r; //we assume it is a Black/White texture + + // [Remap ZOffset texture value] + // flip texture read value so default black area = apply ZOffset, because usually outline mask texture are using this format(black = hide outline) + outlineZOffsetMask = 1-outlineZOffsetMask; + outlineZOffsetMask = invLerpClamp(_OutlineZOffsetMaskRemapStart,_OutlineZOffsetMaskRemapEnd,outlineZOffsetMask);// allow user to flip value or remap + + // [Apply ZOffset, Use remapped value as ZOffset mask] + output.positionCS = NiloGetNewClipPosWithZOffset(output.positionCS, _OutlineZOffset * outlineZOffsetMask + 0.03 * _IsFace); +#endif + + // ShadowCaster pass needs special process to positionCS, else shadow artifact will appear + //-------------------------------------------------------------------------------------- +#ifdef ToonShaderApplyShadowBiasFix + // see GetShadowPositionHClip() in URP/Shaders/ShadowCasterPass.hlsl + // https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, output.normalWS, _LightDirection)); + + #if UNITY_REVERSED_Z + positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); + #else + positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); + #endif + output.positionCS = positionCS; +#endif + //-------------------------------------------------------------------------------------- + + return output; +} + +/////////////////////////////////////////////////////////////////////////////////////// +// fragment shared functions (Step1: prepare data structs for lighting calculation) +/////////////////////////////////////////////////////////////////////////////////////// +half4 GetFinalBaseColor(Varyings input) +{ + return tex2D(_BaseMap, input.uv) * _BaseColor; +} + +half3 GetFinalEmissionColor(Varyings input) +{ + half3 result = 0; + if(_UseEmission) + { + result = tex2D(_EmissionMap, input.uv).rgb * _EmissionMapChannelMask * _EmissionColor.rgb; + } + + return result; +} +half GetFinalOcculsion(Varyings input) +{ + half result = 1; + if(_UseOcclusion) + { + half4 texValue = tex2D(_OcclusionMap, input.uv); + half occlusionValue = dot(texValue, _OcclusionMapChannelMask); + occlusionValue = lerp(1, occlusionValue, _OcclusionStrength); + occlusionValue = invLerpClamp(_OcclusionRemapStart, _OcclusionRemapEnd, occlusionValue); + result = occlusionValue; + } + + return result; +} +void DoClipTestToTargetAlphaValue(half alpha) +{ +#if _UseAlphaClipping + clip(alpha - _Cutoff); +#endif +} +ToonSurfaceData InitializeSurfaceData(Varyings input) +{ + ToonSurfaceData output; + + // albedo & alpha + float4 baseColorFinal = GetFinalBaseColor(input); + output.albedo = baseColorFinal.rgb; + output.alpha = baseColorFinal.a; + DoClipTestToTargetAlphaValue(output.alpha);// early exit if possible + + // emission + output.emission = GetFinalEmissionColor(input); + + // occlusion + output.occlusion = GetFinalOcculsion(input); + + return output; +} +ToonLightingData InitializeLightingData(Varyings input) +{ + ToonLightingData lightingData; + lightingData.positionWS = input.positionWSAndFogFactor.xyz; + lightingData.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - lightingData.positionWS); + lightingData.normalWS = normalize(input.normalWS); //interpolated normal is NOT unit vector, we need to normalize it + + return lightingData; +} + +/////////////////////////////////////////////////////////////////////////////////////// +// fragment shared functions (Step2: calculate lighting & final color) +/////////////////////////////////////////////////////////////////////////////////////// + +// all lighting equation written inside this .hlsl, +// just by editing this .hlsl can control most of the visual result. +#include "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" + +// this function contains no lighting logic, it just pass lighting results data around +// the job done in this function is "do shadow mapping depth test positionWS offset" +half3 ShadeAllLights(ToonSurfaceData surfaceData, ToonLightingData lightingData) +{ + // Indirect lighting + half3 indirectResult = ShadeGI(surfaceData, lightingData); + + ////////////////////////////////////////////////////////////////////////////////// + // Light struct is provided by URP to abstract light shader variables. + // It contains light's + // - direction + // - color + // - distanceAttenuation + // - shadowAttenuation + // + // URP take different shading approaches depending on light and platform. + // You should never reference light shader variables in your shader, instead use the + // -GetMainLight() + // -GetLight() + // funcitons to fill this Light struct. + ////////////////////////////////////////////////////////////////////////////////// + + //============================================================================================== + // Main light is the brightest directional light. + // It is shaded outside the light loop and it has a specific set of variables and shading path + // so we can be as fast as possible in the case when there's only a single directional light + // You can pass optionally a shadowCoord. If so, shadowAttenuation will be computed. + Light mainLight = GetMainLight(); + + float3 shadowTestPosWS = lightingData.positionWS + mainLight.direction * (_ReceiveShadowMappingPosOffset + _IsFace); +#ifdef _MAIN_LIGHT_SHADOWS + // compute the shadow coords in the fragment shader now due to this change + // https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/#post-5516425 + + // _ReceiveShadowMappingPosOffset will control the offset the shadow comparsion position, + // doing this is usually for hide ugly self shadow for shadow sensitive area like face + float4 shadowCoord = TransformWorldToShadowCoord(shadowTestPosWS); + mainLight.shadowAttenuation = MainLightRealtimeShadow(shadowCoord); +#endif + + // Main light + half3 mainLightResult = ShadeSingleLight(surfaceData, lightingData, mainLight, false); + + //============================================================================================== + // All additional lights + + half3 additionalLightSumResult = 0; + +#ifdef _ADDITIONAL_LIGHTS + // Returns the amount of lights affecting the object being renderer. + // These lights are culled per-object in the forward renderer of URP. + int additionalLightsCount = GetAdditionalLightsCount(); + for (int i = 0; i < additionalLightsCount; ++i) + { + // Similar to GetMainLight(), but it takes a for-loop index. This figures out the + // per-object light index and samples the light buffer accordingly to initialized the + // Light struct. If ADDITIONAL_LIGHT_CALCULATE_SHADOWS is defined it will also compute shadows. + int perObjectLightIndex = GetPerObjectLightIndex(i); + Light light = GetAdditionalPerObjectLight(perObjectLightIndex, lightingData.positionWS); // use original positionWS for lighting + light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, shadowTestPosWS); // use offseted positionWS for shadow test + + // Different function used to shade additional lights. + additionalLightSumResult += ShadeSingleLight(surfaceData, lightingData, light, true); + } +#endif + //============================================================================================== + + // emission + half3 emissionResult = ShadeEmission(surfaceData, lightingData); + + return CompositeAllLightResults(indirectResult, mainLightResult, additionalLightSumResult, emissionResult, surfaceData, lightingData); +} + +half3 ConvertSurfaceColorToOutlineColor(half3 originalSurfaceColor) +{ + return originalSurfaceColor * _OutlineColor; +} +half3 ApplyFog(half3 color, Varyings input) +{ + half fogFactor = input.positionWSAndFogFactor.w; + // Mix the pixel color with fogColor. You can optionaly use MixFogColor to override the fogColor + // with a custom one. + color = MixFog(color, fogFactor); + + return color; +} + +// only the .shader file will call this function by +// #pragma fragment ShadeFinalColor +half4 ShadeFinalColor(Varyings input) : SV_TARGET +{ + // to support GPU instancing and Single Pass Stereo rendering(VR), add the following section + //------------------------------------------------------------------------------------------------------------------------------ + UNITY_SETUP_INSTANCE_ID(input); // in non OpenGL and non PSSL, MACRO will turn into -> UnitySetupInstanceID(input.instanceID); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // in non OpenGL and non PSSL, MACRO will turn into -> unity_StereoEyeIndex = input.stereoTargetEyeIndexAsRTArrayIdx; + //------------------------------------------------------------------------------------------------------------------------------ + + ////////////////////////////////////////////////////////////////////////////////////////// + // first prepare all data for lighting function + ////////////////////////////////////////////////////////////////////////////////////////// + + // fillin ToonSurfaceData struct: + ToonSurfaceData surfaceData = InitializeSurfaceData(input); + + if(_IsMouth&&input.uv.x<=0.25f&&input.uv.y<=0.25f) + { + + float2 mouthCellPos = (float2(( ceil( ( _Mouthc) ) * 0.125 ) , ( ceil( ( _Mouthr ) ) * 0.125 ))); + float4 mouthTexColor = SAMPLE_TEXTURE2D(_MouthTex, sampler_MouthTex, input.uv * 0.5 + mouthCellPos); + float4 faceTexColor = SAMPLE_TEXTURE2D(_FaceTex, sampler_FaceTex, input.uv); + if(mouthTexColor.a<0.1) + { + + surfaceData.albedo = faceTexColor.rgb; + } + else + { + surfaceData.albedo = mouthTexColor.rgb; + } + + } + + // fillin ToonLightingData struct: + ToonLightingData lightingData = InitializeLightingData(input); + + // apply all lighting calculation + half3 color = ShadeAllLights(surfaceData, lightingData); + +#ifdef ToonShaderIsOutline + color = ConvertSurfaceColorToOutlineColor(color); +#endif + + color = ApplyFog(color, input); + + + { + return half4(color, surfaceData.alpha); + } +} + +////////////////////////////////////////////////////////////////////////////////////////// +// fragment shared functions (for ShadowCaster, DepthOnly, DepthNormalsOnly pass to use only) +////////////////////////////////////////////////////////////////////////////////////////// + +// copy and edit of ShadowCasterPass.hlsl +void AlphaClipAndLODTest(Varyings input) +{ + DoClipTestToTargetAlphaValue(GetFinalBaseColor(input).a); + + #ifdef LOD_FADE_CROSSFADE + //LODFadeCrossFade(input.positionCS); + #endif +} + +// copy and edit of DepthOnlyPass.hlsl +half DepthOnlyFragment(Varyings input) : SV_TARGET +{ + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + AlphaClipAndLODTest(input); + + return input.positionCS.z; +} + +// copy and edit of LitDepthNormalsPass.hlsl +void DepthNormalsFragment( + Varyings input + , out half4 outNormalWS : SV_Target0 +#ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 +#endif +) +{ + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + AlphaClipAndLODTest(input); + + #if defined(_GBUFFER_NORMALS_OCT) + float3 normalWS = normalize(input.normalWS); + float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] + outNormalWS = half4(packedNormalWS, 0.0); + #else + float2 uv = input.uv; + #if defined(_PARALLAXMAP) + #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) + half3 viewDirTS = input.viewDirTS; + #else + half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS); + #endif + ApplyPerPixelDisplacement(viewDirTS, uv); + #endif + + #if defined(_NORMALMAP) || defined(_DETAIL) + float sgn = input.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); + float3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + normalTS = ApplyDetailNormal(detailUv, normalTS, detailMask); + #endif + + float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); + #else + float3 normalWS = input.normalWS; + #endif + + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif +} diff --git 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Assets/GameRes/Preload/Shaders.meta rename to Assets/GameRes/Preload/Shader.meta diff --git a/Assets/GameScripts/Main/GameScripts.Main.asmdef b/Assets/GameScripts/Main/GameScripts.Main.asmdef index 401426d..c7e6191 100644 --- a/Assets/GameScripts/Main/GameScripts.Main.asmdef +++ b/Assets/GameScripts/Main/GameScripts.Main.asmdef @@ -7,7 +7,8 @@ "GUID:77221876cc6b8244180b96e320b1bcd4", "GUID:6055be8ebefd69e48b49212b09b47b2f", "GUID:f51ebe6a0ceec4240a699833d6309b23", - "GUID:e34a5702dd353724aa315fb8011f08c3" + "GUID:e34a5702dd353724aa315fb8011f08c3", + "GUID:75469ad4d38634e559750d17036d5f7c" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Assets/GameScripts/Main/Player.meta b/Assets/GameScripts/Main/Player.meta new file mode 100644 index 0000000..ccd3b27 --- /dev/null +++ b/Assets/GameScripts/Main/Player.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: faf2114b56c349e4284718b74f73f2ea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameScripts/Main/Player/ThirdCharacterController.cs b/Assets/GameScripts/Main/Player/ThirdCharacterController.cs new file mode 100644 index 0000000..0266c42 --- /dev/null +++ b/Assets/GameScripts/Main/Player/ThirdCharacterController.cs @@ -0,0 +1,26 @@ +using static UnityEngine.InputSystem.InputAction; +using UnityEngine; +using R3; + +public class ThirdCharacterController : MonoBehaviour +{ + public CharacterController characterController; + public Animator animator; + public Transform forward; + public Transform model; + + public float moveSpeed = 5f; + public float turnSpeed = 10f; + public float jumpSpeed = 8f; + public float gravity = 20f; + public float minCameraDistance = 2f; + public float maxCameraDistance = 10f; + public float cameraZoomSpeed = 0.1f; + + Vector2 moveInput; + + public void OnMove(CallbackContext context) + { + moveInput = context.ReadValue(); + } +} diff --git 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