rendering: improve main light shadow receiver filtering
This commit is contained in:
617
project/Assets/Shaders/Toon.shader
Normal file
617
project/Assets/Shaders/Toon.shader
Normal file
@@ -0,0 +1,617 @@
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Shader "Toon"
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{
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Properties
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{
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_BaseMap ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_Cutoff ("Alpha Cutoff", Range) = 0.5 [Semantic(AlphaCutoff)]
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_IsDay ("Is Day", Float) = 1
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_DoubleSided ("Double Sided", Float) = 0
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_LightMap ("Light Map", 2D) = "white"
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_LightDirectionMultiplier ("Light Direction Multiplier", Vector) = (1,0.5,1,0)
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_ShadowOffset ("Shadow Offset", Float) = 0.1
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_ShadowSmoothness ("Shadow Smoothness", Float) = 0.4
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_ShadowColor ("Shadow Color", Color) = (1.1,1.1,1.1,1)
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_ShadowRamp ("Shadow Ramp", 2D) = "white"
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_UseCustomMaterialType ("Use Custom Material Type", Float) = 0
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_CustomMaterialType ("Custom Material Type", Float) = 1
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_UseEmission ("Use Emission", Float) = 0
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_EmissionIntensity ("Emission Intensity", Float) = 0.2
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_UseNormalMap ("Use Normal Map", Float) = 0
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_NormalMap ("Normal Map", 2D) = "bump"
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_IsFace ("Is Face", Float) = 0
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_FaceDirection ("Face Direction", Vector) = (0,0,1,0)
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_FaceShadowOffset ("Face Shadow Offset", Float) = 0
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_FaceBlushColor ("Face Blush Color", Color) = (1,0.72156864,0.69803923,1)
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_FaceBlushStrength ("Face Blush Strength", Float) = 0
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_FaceLightMap ("Face Light Map", 2D) = "white"
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_FaceShadow ("Face Shadow", 2D) = "white"
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_UseSpecular ("Use Specular", Float) = 0
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_SpecularSmoothness ("Specular Smoothness", Float) = 5
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_NonmetallicIntensity ("Nonmetallic Intensity", Float) = 0.3
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_MetallicIntensity ("Metallic Intensity", Float) = 8
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_MetalMap ("Metal Map", 2D) = "white"
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_UseRim ("Use Rim", Float) = 0
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_RimOffset ("Rim Offset", Float) = 5
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_RimThreshold ("Rim Threshold", Float) = 0.5
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_RimIntensity ("Rim Intensity", Float) = 0.5
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_UseSmoothNormal ("Use Smooth Normal", Float) = 0
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_OutlineWidth ("Outline Width", Float) = 1.6
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_OutlineWidthParams ("Outline Width Params", Vector) = (0,6,0.1,0.6)
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_OutlineZOffset ("Outline Z Offset", Float) = 0.1
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_ScreenOffset ("Screen Offset", Vector) = (0,0,0,0)
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_OutlineColor ("Outline Color", Color) = (0.5176471,0.35686275,0.34117648,1)
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_OutlineColor2 ("Outline Color 2", Color) = (0.3529412,0.3529412,0.3529412,1)
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_OutlineColor3 ("Outline Color 3", Color) = (0.47058824,0.47058824,0.5647059,1)
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_OutlineColor4 ("Outline Color 4", Color) = (0.5176471,0.35686275,0.34117648,1)
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_OutlineColor5 ("Outline Color 5", Color) = (0.35,0.35,0.35,1)
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}
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HLSLINCLUDE
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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};
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static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData
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{
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float4 colorAndIntensity;
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float4 positionAndRange;
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float4 directionAndType;
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float4 spotAnglesAndFlags;
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};
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struct ShadowMapMetrics
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{
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float2 inverseMapSize;
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float worldTexelSize;
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float padding;
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};
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struct ShadowSamplingData
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{
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float enabled;
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float receiverDepthBias;
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float normalBiasScale;
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float shadowStrength;
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};
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cbuffer LightingConstants
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{
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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float4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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cbuffer MaterialConstants
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{
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float4 _BaseColor;
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float4 _Cutoff;
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float4 _IsDay;
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float4 _DoubleSided;
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float4 _LightDirectionMultiplier;
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float4 _ShadowOffset;
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float4 _ShadowSmoothness;
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float4 _ShadowColor;
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float4 _UseCustomMaterialType;
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float4 _CustomMaterialType;
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float4 _UseEmission;
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float4 _EmissionIntensity;
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float4 _UseNormalMap;
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float4 _IsFace;
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float4 _FaceDirection;
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float4 _FaceShadowOffset;
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float4 _FaceBlushColor;
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float4 _FaceBlushStrength;
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float4 _UseSpecular;
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float4 _SpecularSmoothness;
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float4 _NonmetallicIntensity;
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float4 _MetallicIntensity;
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float4 _UseRim;
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float4 _RimOffset;
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float4 _RimThreshold;
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float4 _RimIntensity;
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float4 _UseSmoothNormal;
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float4 _OutlineWidth;
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float4 _OutlineWidthParams;
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float4 _OutlineZOffset;
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float4 _ScreenOffset;
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float4 _OutlineColor;
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float4 _OutlineColor2;
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float4 _OutlineColor3;
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float4 _OutlineColor4;
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float4 _OutlineColor5;
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};
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cbuffer ShadowReceiverConstants
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{
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float4x4 gWorldToShadowMatrix;
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ShadowMapMetrics gShadowMapMetrics;
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ShadowSamplingData gShadowSampling;
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};
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Texture2D BaseColorTexture;
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Texture2D _LightMap;
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Texture2D _ShadowRamp;
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Texture2D _NormalMap;
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Texture2D _FaceLightMap;
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Texture2D _FaceShadow;
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Texture2D _MetalMap;
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SamplerState LinearClampSampler;
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Texture2D ShadowMapTexture;
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SamplerState ShadowMapSampler;
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struct VSInput
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 backTexcoord : TEXCOORD1;
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float3 tangent : TEXCOORD2;
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float3 bitangent : TEXCOORD3;
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};
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struct PSInput
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 backTexcoord : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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float3 positionVS : TEXCOORD3;
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float3 normalWS : TEXCOORD4;
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float3 tangentWS : TEXCOORD5;
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float3 bitangentWS : TEXCOORD6;
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float4 color : COLOR;
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};
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float3 NormalizeSafe(float3 value, float3 fallbackValue)
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{
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const float lengthSq = dot(value, value);
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if (lengthSq <= 1e-6f) {
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return fallbackValue;
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}
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return value * rsqrt(lengthSq);
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}
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float3 UnpackNormalRG(float4 packedNormal)
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{
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const float2 normalXY = packedNormal.xy * 2.0f - 1.0f;
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const float normalZSq = saturate(1.0f - dot(normalXY, normalXY));
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return float3(normalXY, sqrt(normalZSq));
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}
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bool UseEmissionFeature()
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{
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#ifdef _EMISSION
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return true;
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#else
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return _UseEmission.x > 0.5f;
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#endif
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}
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bool UseNormalMapFeature()
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{
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#ifdef _NORMAL_MAP
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return true;
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#else
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return _UseNormalMap.x > 0.5f;
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#endif
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}
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bool UseFaceFeature()
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{
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#ifdef _IS_FACE
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return true;
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#else
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return _IsFace.x > 0.5f;
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#endif
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}
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bool UseSpecularFeature()
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{
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#ifdef _SPECULAR
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return true;
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#else
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return _UseSpecular.x > 0.5f;
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#endif
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}
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bool UseRimFeature()
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{
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#ifdef _RIM
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return true;
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#else
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return _UseRim.x > 0.5f;
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#endif
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}
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bool UseDoubleSidedFeature()
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{
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#ifdef _DOUBLE_SIDED
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return true;
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#else
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return _DoubleSided.x > 0.5f;
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#endif
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}
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float2 ResolveMaterialTexcoord(PSInput input, bool isFrontFace)
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{
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if (!UseDoubleSidedFeature()) {
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return input.texcoord;
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}
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return lerp(input.texcoord, input.backTexcoord, isFrontFace ? 0.0f : 1.0f);
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}
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PSInput MainVS(VSInput input)
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{
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PSInput output;
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const float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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const float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.texcoord = input.texcoord;
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output.backTexcoord = input.backTexcoord;
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output.positionWS = positionWS.xyz;
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output.positionVS = positionVS.xyz;
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output.normalWS = normalize(mul((float3x3)gNormalMatrix, input.normal));
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output.tangentWS = normalize(mul((float3x3)gNormalMatrix, input.tangent));
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output.bitangentWS = normalize(mul((float3x3)gNormalMatrix, input.bitangent));
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output.color = input.color;
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return output;
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}
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float SampleShadowVisibility(float2 sampleUv, float receiverDepth)
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{
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if (sampleUv.x < 0.0f || sampleUv.x > 1.0f ||
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sampleUv.y < 0.0f || sampleUv.y > 1.0f) {
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return 1.0f;
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}
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const float shadowDepth = ShadowMapTexture.Sample(ShadowMapSampler, sampleUv).r;
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return receiverDepth <= shadowDepth ? 1.0f : 0.0f;
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}
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float ResolveShadowPcfAxisWeight(int offset)
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{
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const int absoluteOffset = abs(offset);
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if (absoluteOffset == 0) {
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return 6.0f;
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}
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if (absoluteOffset == 1) {
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return 4.0f;
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}
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return 1.0f;
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}
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float ComputeShadowPcfVisibility(float2 shadowUv, float receiverDepth, float2 shadowTexelSize)
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{
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float weightedVisibility = 0.0f;
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float weightSum = 0.0f;
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[unroll]
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for (int offsetY = -2; offsetY <= 2; ++offsetY) {
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const float weightY = ResolveShadowPcfAxisWeight(offsetY);
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[unroll]
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for (int offsetX = -2; offsetX <= 2; ++offsetX) {
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const float weight = weightY * ResolveShadowPcfAxisWeight(offsetX);
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const float2 sampleUv =
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shadowUv + float2((float)offsetX, (float)offsetY) * shadowTexelSize;
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weightedVisibility += SampleShadowVisibility(sampleUv, receiverDepth) * weight;
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weightSum += weight;
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}
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}
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return weightSum > 0.0f ? weightedVisibility / weightSum : 1.0f;
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}
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float ComputeShadowAttenuation(float3 positionWS, float3 normalWS, float3 lightDirectionWS)
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{
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#ifndef XC_MAIN_LIGHT_SHADOWS
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return 1.0f;
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#else
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if (gShadowSampling.enabled < 0.5f) {
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return 1.0f;
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}
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const float3 resolvedNormalWS = NormalizeSafe(normalWS, float3(0.0f, 1.0f, 0.0f));
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const float3 resolvedLightDirectionWS =
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NormalizeSafe(lightDirectionWS, float3(0.0f, -1.0f, 0.0f));
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const float nDotL = saturate(dot(resolvedNormalWS, resolvedLightDirectionWS));
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const float normalBiasWorld =
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gShadowMapMetrics.worldTexelSize * gShadowSampling.normalBiasScale * (1.0f - nDotL);
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const float3 shadowPositionWS = positionWS + resolvedNormalWS * normalBiasWorld;
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const float4 shadowClip = mul(gWorldToShadowMatrix, float4(shadowPositionWS, 1.0f));
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if (shadowClip.w <= 0.0f) {
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return 1.0f;
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}
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const float3 shadowNdc = shadowClip.xyz / shadowClip.w;
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#if UNITY_UV_STARTS_AT_TOP
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const float shadowUvY = shadowNdc.y * -0.5f + 0.5f;
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#else
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const float shadowUvY = shadowNdc.y * 0.5f + 0.5f;
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#endif
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const float2 shadowUv = float2(shadowNdc.x * 0.5f + 0.5f, shadowUvY);
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#if UNITY_NEAR_CLIP_VALUE < 0
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if (shadowUv.x < 0.0f || shadowUv.x > 1.0f ||
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shadowUv.y < 0.0f || shadowUv.y > 1.0f ||
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shadowNdc.z < -1.0f || shadowNdc.z > 1.0f) {
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return 1.0f;
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}
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const float receiverDepth = shadowNdc.z * 0.5f + 0.5f - gShadowSampling.receiverDepthBias;
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#else
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if (shadowUv.x < 0.0f || shadowUv.x > 1.0f ||
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shadowUv.y < 0.0f || shadowUv.y > 1.0f ||
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shadowNdc.z < 0.0f || shadowNdc.z > 1.0f) {
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return 1.0f;
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}
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const float receiverDepth = shadowNdc.z - gShadowSampling.receiverDepthBias;
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#endif
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const float2 shadowTexelSize = gShadowMapMetrics.inverseMapSize;
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const float visibility = ComputeShadowPcfVisibility(
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shadowUv,
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receiverDepth,
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shadowTexelSize);
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const float shadowStrength = saturate(gShadowSampling.shadowStrength);
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return lerp(1.0f - shadowStrength, 1.0f, visibility);
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#endif
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}
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float ComputeRangeAttenuation(float distanceSq, float range)
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{
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if (range <= 0.0f) {
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return 0.0f;
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}
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const float clampedRange = max(range, 0.0001f);
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const float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0f;
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}
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const float distance = sqrt(max(distanceSq, 0.0f));
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const float normalized = saturate(1.0f - distance / clampedRange);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, float3 directionToLightWS)
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{
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const float cosOuter = light.spotAnglesAndFlags.x;
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const float cosInner = light.spotAnglesAndFlags.y;
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const float3 spotAxisToLightWS = NormalizeSafe(light.directionAndType.xyz, float3(0.0f, -1.0f, 0.0f));
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const float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return saturate((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4f));
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}
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float3 EvaluateAdditionalLight(AdditionalLightData light, float3 normalWS, float3 positionWS)
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{
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const float lightType = light.directionAndType.w;
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const float3 lightColor = light.colorAndIntensity.rgb;
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const float lightIntensity = light.colorAndIntensity.w;
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float3 directionToLightWS = float3(0.0f, 0.0f, 0.0f);
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float attenuation = 1.0f;
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if (lightType < 0.5f) {
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directionToLightWS = NormalizeSafe(light.directionAndType.xyz, float3(0.0f, -1.0f, 0.0f));
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} else {
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const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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const float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6f) {
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return float3(0.0f, 0.0f, 0.0f);
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}
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directionToLightWS = lightVectorWS * rsqrt(distanceSq);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0f) {
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return float3(0.0f, 0.0f, 0.0f);
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}
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if (lightType > 1.5f) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0f) {
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return float3(0.0f, 0.0f, 0.0f);
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}
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}
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}
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const float diffuse = saturate(dot(normalWS, directionToLightWS));
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if (diffuse <= 0.0f) {
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return float3(0.0f, 0.0f, 0.0f);
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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float3 ComputeSurfaceNormalWS(PSInput input, float2 texcoord)
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{
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float3 normalWS = NormalizeSafe(input.normalWS, float3(0.0f, 1.0f, 0.0f));
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if (!UseNormalMapFeature()) {
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return normalWS;
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}
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const float3 tangentWS = NormalizeSafe(input.tangentWS, float3(1.0f, 0.0f, 0.0f));
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const float3 bitangentWS = NormalizeSafe(input.bitangentWS, float3(0.0f, 0.0f, 1.0f));
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const float3 normalTS = UnpackNormalRG(_NormalMap.Sample(LinearClampSampler, texcoord));
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const float3 mappedNormalWS =
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tangentWS * normalTS.x +
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bitangentWS * normalTS.y +
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normalWS * normalTS.z;
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return NormalizeSafe(mappedNormalWS, normalWS);
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}
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float3 GetAdjustedMainLightDirection()
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{
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const float3 scaledDirection =
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gMainLightDirectionAndIntensity.xyz * _LightDirectionMultiplier.xyz;
|
||||
return NormalizeSafe(
|
||||
scaledDirection,
|
||||
NormalizeSafe(gMainLightDirectionAndIntensity.xyz, float3(0.0f, -1.0f, 0.0f)));
|
||||
}
|
||||
|
||||
float ResolveMaterialSelector(float lightMapAlpha)
|
||||
{
|
||||
const float useCustomMaterialType = _UseCustomMaterialType.x > 0.5f ? 1.0f : 0.0f;
|
||||
return lerp(lightMapAlpha, _CustomMaterialType.x, useCustomMaterialType);
|
||||
}
|
||||
|
||||
float GetGenericShadow(float3 normalWS, float3 lightDirectionWS, float aoFactor)
|
||||
{
|
||||
const float ndotl = dot(normalWS, lightDirectionWS);
|
||||
const float halfLambert = ndotl * 0.5f + 0.5f;
|
||||
const float shadow = saturate(2.0f * halfLambert * aoFactor);
|
||||
return lerp(shadow, 1.0f, step(0.9f, aoFactor));
|
||||
}
|
||||
|
||||
float GetFaceShadow(PSInput input, float2 texcoord, float3 lightDirectionWS)
|
||||
{
|
||||
const float3 faceDirection = NormalizeSafe(
|
||||
float3(_FaceDirection.x, 0.0f, _FaceDirection.z),
|
||||
float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 flatLightDirection = NormalizeSafe(
|
||||
float3(lightDirectionWS.x, 0.0f, lightDirectionWS.z),
|
||||
float3(0.0f, 0.0f, 1.0f));
|
||||
const float faceDotLight = dot(faceDirection, flatLightDirection);
|
||||
const float faceCrossLight = cross(faceDirection, flatLightDirection).y;
|
||||
|
||||
float2 shadowUv = texcoord;
|
||||
shadowUv.x = lerp(shadowUv.x, 1.0f - shadowUv.x, step(0.0f, faceCrossLight));
|
||||
|
||||
const float faceShadowMap = _FaceLightMap.Sample(LinearClampSampler, shadowUv).r;
|
||||
const float faceShadow = step(-0.5f * faceDotLight + 0.5f + _FaceShadowOffset.x, faceShadowMap);
|
||||
const float faceMask = _FaceShadow.Sample(LinearClampSampler, texcoord).a;
|
||||
return lerp(faceShadow, 1.0f, faceMask);
|
||||
}
|
||||
|
||||
float3 GetShadowColor(float shadow, float materialSelector)
|
||||
{
|
||||
float rampIndex = 4.0f;
|
||||
rampIndex = lerp(rampIndex, 1.0f, step(0.2f, materialSelector));
|
||||
rampIndex = lerp(rampIndex, 2.0f, step(0.4f, materialSelector));
|
||||
rampIndex = lerp(rampIndex, 0.0f, step(0.6f, materialSelector));
|
||||
rampIndex = lerp(rampIndex, 3.0f, step(0.8f, materialSelector));
|
||||
|
||||
const float rangeMin = 0.5f + _ShadowOffset.x - _ShadowSmoothness.x;
|
||||
const float rangeMax = 0.5f + _ShadowOffset.x;
|
||||
const float2 rampUv = float2(
|
||||
smoothstep(rangeMin, rangeMax, shadow),
|
||||
rampIndex / 10.0f + 0.5f * saturate(_IsDay.x) + 0.05f);
|
||||
const float3 shadowRamp = _ShadowRamp.Sample(LinearClampSampler, rampUv).rgb;
|
||||
|
||||
float3 shadowColor =
|
||||
shadowRamp * lerp(_ShadowColor.rgb, float3(1.0f, 1.0f, 1.0f), smoothstep(0.9f, 1.0f, rampUv.x));
|
||||
shadowColor = lerp(shadowColor, float3(1.0f, 1.0f, 1.0f), step(rangeMax, shadow));
|
||||
return shadowColor;
|
||||
}
|
||||
|
||||
float3 GetSpecular(
|
||||
PSInput input,
|
||||
float3 normalWS,
|
||||
float3 lightDirectionWS,
|
||||
float3 albedo,
|
||||
float3 lightMap)
|
||||
{
|
||||
const float3 viewDirectionVS = NormalizeSafe(-input.positionVS, float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 lightDirectionVS = NormalizeSafe(
|
||||
mul((float3x3)gViewMatrix, lightDirectionWS),
|
||||
float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 normalVS = NormalizeSafe(mul((float3x3)gViewMatrix, normalWS), float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 halfDirectionVS = NormalizeSafe(lightDirectionVS + viewDirectionVS, lightDirectionVS);
|
||||
const float nDotH = dot(normalVS, halfDirectionVS);
|
||||
const float blinnPhong = pow(saturate(nDotH), max(_SpecularSmoothness.x, 1.0f));
|
||||
|
||||
const float2 matcapUv = normalVS.xy * 0.5f + 0.5f;
|
||||
const float3 metalMap = _MetalMap.Sample(LinearClampSampler, matcapUv).rgb;
|
||||
|
||||
const float3 nonMetallic =
|
||||
step(1.1f, lightMap.b + blinnPhong) * lightMap.r * _NonmetallicIntensity.x;
|
||||
const float3 metallic =
|
||||
blinnPhong * lightMap.b * albedo * metalMap * _MetallicIntensity.x;
|
||||
return lerp(nonMetallic, metallic, step(0.9f, lightMap.r));
|
||||
}
|
||||
|
||||
float GetRim(PSInput input, float3 normalWS)
|
||||
{
|
||||
const float3 viewDirectionVS = NormalizeSafe(-input.positionVS, float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 normalVS = NormalizeSafe(mul((float3x3)gViewMatrix, normalWS), float3(0.0f, 0.0f, 1.0f));
|
||||
const float nDotV = dot(normalVS, viewDirectionVS);
|
||||
const float fresnel = pow(saturate(1.0f - nDotV), max(_RimOffset.x, 0.001f));
|
||||
return smoothstep(0.0f, max(_RimThreshold.x, 0.001f), fresnel) * _RimIntensity.x;
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input, bool isFrontFace : SV_IsFrontFace) : SV_TARGET
|
||||
{
|
||||
const float2 texcoord = ResolveMaterialTexcoord(input, isFrontFace);
|
||||
float4 baseMap = BaseColorTexture.Sample(LinearClampSampler, texcoord);
|
||||
float3 albedo = baseMap.rgb * _BaseColor.rgb;
|
||||
const float alphaMask = baseMap.a;
|
||||
|
||||
if (UseFaceFeature()) {
|
||||
albedo = lerp(albedo, _FaceBlushColor.rgb, _FaceBlushStrength.x * alphaMask);
|
||||
}
|
||||
|
||||
const float3 normalWS = ComputeSurfaceNormalWS(input, texcoord);
|
||||
|
||||
float3 color = albedo;
|
||||
if (gMainLightColorAndFlags.a >= 0.5f) {
|
||||
const float3 lightDirectionWS = GetAdjustedMainLightDirection();
|
||||
const float4 lightMap = _LightMap.Sample(LinearClampSampler, texcoord);
|
||||
const float materialSelector = ResolveMaterialSelector(lightMap.a);
|
||||
float shadow = UseFaceFeature()
|
||||
? GetFaceShadow(input, texcoord, lightDirectionWS)
|
||||
: GetGenericShadow(normalWS, lightDirectionWS, lightMap.g * input.color.x);
|
||||
|
||||
const float3 shadowColor = GetShadowColor(shadow, materialSelector);
|
||||
|
||||
float3 specular = float3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
float3 emission = float3(0.0f, 0.0f, 0.0f);
|
||||
if (UseEmissionFeature()) {
|
||||
emission = albedo * _EmissionIntensity.x * alphaMask;
|
||||
}
|
||||
|
||||
float3 rim = float3(0.0f, 0.0f, 0.0f);
|
||||
if (UseRimFeature()) {
|
||||
rim = albedo * GetRim(input, normalWS);
|
||||
}
|
||||
|
||||
color = albedo * shadowColor + specular + emission + rim;
|
||||
}
|
||||
|
||||
return float4(saturate(color), 1.0f);
|
||||
}
|
||||
ENDHLSL
|
||||
SubShader
|
||||
{
|
||||
Cull Back
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode" = "ForwardLit" }
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
|
||||
#pragma shader_feature_local _ XC_ALPHA_TEST
|
||||
#pragma shader_feature_local _ _EMISSION
|
||||
#pragma shader_feature_local _ _NORMAL_MAP
|
||||
#pragma shader_feature_local _ _IS_FACE
|
||||
#pragma shader_feature_local _ _SPECULAR
|
||||
#pragma shader_feature_local _ _RIM
|
||||
ENDHLSL
|
||||
}
|
||||
UsePass "Builtin Depth Only/DepthOnly"
|
||||
UsePass "Builtin Shadow Caster/ShadowCaster"
|
||||
}
|
||||
}
|
||||
5
project/Assets/Shaders/Toon.shader.meta
Normal file
5
project/Assets/Shaders/Toon.shader.meta
Normal file
@@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 1
|
||||
guid: d8469e07cc3799e13f1d0b254dc0b4d1
|
||||
folderAsset: false
|
||||
importer: ShaderImporter
|
||||
importerVersion: 8
|
||||
Reference in New Issue
Block a user