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22
Assets/GameRes/Main/Shader/NiloInvLerpRemap.hlsl
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// https://github.com/ronja-tutorials/ShaderTutorials/blob/master/Assets/047_InverseInterpolationAndRemap/Interpolation.cginc
|
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// edit float to half for optimization, because we usually use this to process color data(half)
|
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#ifndef Include_NiloInvLerpRemap
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#define Include_NiloInvLerpRemap
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// just like smoothstep(), but linear, not clamped
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half invLerp(half from, half to, half value)
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{
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return (value - from) / (to - from);
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}
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half invLerpClamp(half from, half to, half value)
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{
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}
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// full control remap, but slower
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half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value)
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{
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half rel = invLerp(origFrom, origTo, value);
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return lerp(targetFrom, targetTo, rel);
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}
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7
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53
Assets/GameRes/Main/Shader/NiloOutlineUtil.hlsl
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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
|
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#ifndef Include_NiloOutlineUtil
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#define Include_NiloOutlineUtil
|
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|
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// If your project has a faster way to get camera fov in shader, you can replace this slow function to your method.
|
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// For example, you write cmd.SetGlobalFloat("_CurrentCameraFOV",cameraFOV) using a new RendererFeature in C#.
|
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// For this tutorial shader, we will keep things simple and use this slower but convenient method to get camera fov
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float GetCameraFOV()
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{
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//https://answers.unity.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html
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float t = unity_CameraProjection._m11;
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float Rad2Deg = 180 / 3.1415;
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float fov = atan(1.0f / t) * 2.0 * Rad2Deg;
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return fov;
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}
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float ApplyOutlineDistanceFadeOut(float inputMulFix)
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{
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//make outline "fadeout" if character is too small in camera's view
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return saturate(inputMulFix);
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}
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float GetOutlineCameraFovAndDistanceFixMultiplier(float positionVS_Z)
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{
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float cameraMulFix;
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if(unity_OrthoParams.w == 0)
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{
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////////////////////////////////
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// Perspective camera case
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////////////////////////////////
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// keep outline similar width on screen accoss all camera distance
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cameraMulFix = abs(positionVS_Z);
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// can replace to a tonemap function if a smooth stop is needed
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cameraMulFix = ApplyOutlineDistanceFadeOut(cameraMulFix);
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// keep outline similar width on screen accoss all camera fov
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cameraMulFix *= GetCameraFOV();
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}
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else
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{
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////////////////////////////////
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// Orthographic camera case
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////////////////////////////////
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float orthoSize = abs(unity_OrthoParams.y);
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orthoSize = ApplyOutlineDistanceFadeOut(orthoSize);
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cameraMulFix = orthoSize * 50; // 50 is a magic number to match perspective camera's outline width
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}
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return cameraMulFix * 0.00005; // mul a const to make return result = default normal expand amount WS
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}
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#endif
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7
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
38
Assets/GameRes/Main/Shader/NiloZOffset.hlsl
Normal file
@@ -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
|
||||
|
||||
7
Assets/GameRes/Main/Shader/NiloZOffset.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 559d500ed21010c4e9987bd20ce935e5
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
640
Assets/GameRes/Main/Shader/SimpleURPToonLitOutlineExample.shader
Normal file
@@ -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"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8289bad759ddf9a44b03926a9a48a069
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6cc9731a7f56e24e86a43942c4acb82
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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)
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//////////////////////////////////////////////////////////////////////////////////////////
|
||||
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// copy and edit of ShadowCasterPass.hlsl
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void AlphaClipAndLODTest(Varyings input)
|
||||
{
|
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DoClipTestToTargetAlphaValue(GetFinalBaseColor(input).a);
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//LODFadeCrossFade(input.positionCS);
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#endif
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}
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// copy and edit of DepthOnlyPass.hlsl
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half DepthOnlyFragment(Varyings input) : SV_TARGET
|
||||
{
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||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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||||
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AlphaClipAndLODTest(input);
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||||
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||||
return input.positionCS.z;
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}
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// copy and edit of LitDepthNormalsPass.hlsl
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||||
void DepthNormalsFragment(
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Varyings input
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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AlphaClipAndLODTest(input);
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float3 normalWS = normalize(input.normalWS);
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
|
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
|
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
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outNormalWS = half4(packedNormalWS, 0.0);
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float2 uv = input.uv;
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half3 viewDirTS = input.viewDirTS;
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS);
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ApplyPerPixelDisplacement(viewDirTS, uv);
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float sgn = input.tangentWS.w; // should be either +1 or -1
|
||||
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
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float3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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#endif
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float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
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#else
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float3 normalWS = input.normalWS;
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#endif
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outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
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#endif
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