Chore: NiloToonURP 업데이트 및 배경 썸네일 갱신
- NiloToonURP 외부 에셋 업데이트 - 배경 씬 썸네일 16:9 해상도로 갱신 - 렌더 파이프라인 설정 업데이트 - 외부 셰이더 그래프 업데이트 (LEDScreen, PIDI Planar Reflections) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@ -1403,7 +1422,8 @@
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@ -1420,7 +1440,8 @@
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"m_Value": {
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"r": 1.0,
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"g": 1.0,
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@ -3547,6 +3621,9 @@
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"m_Guid": {
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"m_RefNameGeneratedByDisplayName": "",
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@ -3560,12 +3637,15 @@
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"m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}",
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"useTexelSize": true,
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"m_Modifiable": true,
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"m_DefaultType": 0
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}
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@ -3758,7 +3838,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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{
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@ -3827,6 +3908,9 @@
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"m_Guid": {
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"promotedFromCategoryName": "",
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@ -3840,12 +3924,15 @@
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"isMainTexture": false,
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"useTexelSize": true,
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"m_DefaultType": 0
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}
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@ -3948,6 +4035,9 @@
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"m_Guid": {
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"m_GuidSerialized": "031e4225-f932-461c-bfe6-76aaf6907234"
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"promotedFromCategoryName": "",
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"promotedOrdering": -1,
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"m_Name": "Smoothness based reflection",
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"m_DefaultRefNameVersion": 0,
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"m_RefNameGeneratedByDisplayName": "",
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@ -3961,12 +4051,25 @@
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"overrideHLSLDeclaration": false,
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"hlslDeclarationOverride": 0,
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"m_PerRendererData": false,
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"m_customAttributes": [],
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"m_Value": 1.0,
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"m_FloatType": 1,
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"m_LiteralFloatMode": false,
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"m_RangeValues": {
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"x": 0.0,
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"y": 1.0
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}
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},
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"Default"
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],
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"m_EnumValues": [
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0
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]
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}
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{
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@ -3983,7 +4086,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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],
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"m_LiteralMode": false
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}
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{
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@ -4000,7 +4104,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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],
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"m_LiteralMode": false
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}
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{
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@ -4059,6 +4164,9 @@
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"m_Guid": {
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"m_GuidSerialized": "2c067d90-7157-4dc9-a4f2-e72c93a3af5a"
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"promotedFromAssetID": "",
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"promotedFromCategoryName": "",
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"promotedOrdering": -1,
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"m_Name": "Reflection's Distortion",
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"m_DefaultRefNameVersion": 0,
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"m_RefNameGeneratedByDisplayName": "",
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@ -4072,12 +4180,25 @@
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"overrideHLSLDeclaration": false,
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"hlslDeclarationOverride": 0,
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"m_Hidden": false,
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"m_PerRendererData": false,
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"m_customAttributes": [],
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"m_Value": 0.05000000074505806,
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"m_FloatType": 1,
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"m_LiteralFloatMode": false,
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"m_RangeValues": {
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"x": 0.0,
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"y": 0.25
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}
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},
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"m_SliderPower": 3.0,
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"m_EnumNames": [
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"Default"
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],
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"m_EnumValues": [
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0
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]
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}
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{
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@ -4092,7 +4213,7 @@
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"m_StageCapability": 3,
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"m_BareResource": false,
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"m_Texture": {
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"m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}",
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"m_SerializedTexture": "",
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"m_Guid": ""
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},
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"m_DefaultType": 0
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@ -4197,7 +4318,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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],
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"m_LiteralMode": false
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{
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@ -4239,7 +4361,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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"m_LiteralMode": false
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{
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@ -4364,7 +4487,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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"m_LiteralMode": false
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{
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@ -4415,7 +4539,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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"m_LiteralMode": false
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}
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{
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@ -4432,7 +4557,8 @@
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"m_DefaultValue": 0.0,
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"m_Labels": [
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"X"
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]
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],
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"m_LiteralMode": false
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{
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@ -4442,6 +4568,9 @@
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"promotedFromAssetID": "",
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"promotedFromCategoryName": "",
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"promotedOrdering": -1,
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"m_Name": "Smoothness",
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"m_DefaultRefNameVersion": 0,
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"m_RefNameGeneratedByDisplayName": "",
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@ -4455,12 +4584,25 @@
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"overrideHLSLDeclaration": false,
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"hlslDeclarationOverride": 0,
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"m_PerRendererData": false,
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"m_customAttributes": [],
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"m_Value": 0.5,
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"m_RangeValues": {
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"Default"
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],
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"m_EnumValues": [
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0
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@ -4573,6 +4715,9 @@
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"m_Guid": {
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"promotedFromCategoryName": "",
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"m_RefNameGeneratedByDisplayName": "",
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@ -4586,6 +4731,8 @@
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"g": 0.125490203499794,
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@ -4616,6 +4763,9 @@
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"m_Guid": {
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@ -4629,6 +4779,8 @@
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@ -4653,7 +4805,8 @@
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{
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BIN
Assets/NiloToonURP/CHANGELOG.md
(Stored with Git LFS)
BIN
Assets/NiloToonURP/CHANGELOG.md
(Stored with Git LFS)
Binary file not shown.
@ -138,13 +138,22 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
// [only the source fbx which has "NiloToonBakeSmoothNormalTSIntoUV8" asset label will enter this section]
|
||||
// new NiloToon method
|
||||
if (IsParallelImportEnabled() || NiloToonProjectSettings.Instance.outlineBakeMethod == OutlineBakeMethod.NiloToon)
|
||||
bool shouldUseNiloToonOutlineBakeMethod = IsParallelImportEnabled() ||
|
||||
NiloToonProjectSettings.Instance.outlineBakeMethod == OutlineBakeMethod.NiloToon;
|
||||
#if UNITY_6000_4_OR_NEWER
|
||||
// since Unity 6.4, we can't copy fbx inside scriptable importer anymore,
|
||||
// so fallback to NiloToon's outline bake method
|
||||
// if you copy fbx asset in Unity 6.4, you will get this error:
|
||||
// - UnityException: Calls to "AssetDatabase.CopyAsset" are restricted during asset importing. Please make sure this function is not called from ScriptedImporters or PostProcessors, as it is a source of non-determinism.
|
||||
shouldUseNiloToonOutlineBakeMethod = true;
|
||||
#endif
|
||||
if (shouldUseNiloToonOutlineBakeMethod)
|
||||
{
|
||||
NiloBakeSmoothNormalTSToMeshUv8.GenGOSmoothedNormalToUV8(go, true);
|
||||
return;
|
||||
}
|
||||
|
||||
// default old Unity method
|
||||
// default old Unity method (only works in Unity6.3 or older)
|
||||
ModelImporter model = assetImporter as ModelImporter;
|
||||
string srcFBXPath = model.assetPath;
|
||||
string copiedFBXPath = ConvertSrcFBXPathToCopiedFBXPath(srcFBXPath);
|
||||
|
||||
@ -758,13 +758,13 @@ namespace NiloToon.NiloToonURP
|
||||
originalMatClone.shader == VRMURPMToon10Shader)
|
||||
{
|
||||
float MToonScrollX = originalMatClone.GetFloat("_UvAnimScrollXSpeed");
|
||||
float MToonScrollY = originalMatClone.GetFloat("_UvAnimScrollXSpeed");
|
||||
float MToonRotate = originalMatClone.GetFloat("_UvAnimScrollXSpeed");
|
||||
float MToonScrollY = originalMatClone.GetFloat("_UvAnimScrollYSpeed");
|
||||
float MToonRotate = originalMatClone.GetFloat("_UvAnimRotationSpeed");
|
||||
Vector4 _UV0ScrollSpeed = new Vector4();
|
||||
_UV0ScrollSpeed.x = MToonScrollX;
|
||||
_UV0ScrollSpeed.y = MToonScrollY;
|
||||
mat.SetVector("_UV0ScrollSpeed", _UV0ScrollSpeed);
|
||||
mat.SetFloat("_UV0RotateSpeed", MToonRotate);
|
||||
mat.SetFloat("_UV0RotateSpeed", -MToonRotate);
|
||||
if (MToonScrollX != 0 || MToonScrollY != 0 || MToonRotate != 0)
|
||||
{
|
||||
mat.SetFloat("_EnableUVEditGroup", 1);
|
||||
|
||||
@ -5,6 +5,7 @@
|
||||
// see also URP's ShaderPreprocessor.cs
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.Rendering;
|
||||
using UnityEngine;
|
||||
@ -329,9 +330,15 @@ namespace NiloToon.NiloToonURP
|
||||
// - STEREO_MULTIVIEW_ON
|
||||
// - STEREO_CUBEMAP_RENDER_ON
|
||||
// - UNITY_SINGLE_PASS_STEREO
|
||||
// we by default strip these keywords since most user are not using NiloToon for XR.
|
||||
// we by default strip these keywords since most users are not using NiloToon for XR.
|
||||
// XR user should enable these keyword manually
|
||||
// https://docs.unity3d.com/6000.2/Documentation/Manual/shader-keywords-default.html
|
||||
// Check if building for any XR platform
|
||||
bool isXREnabled = false; // IsXRBuildTarget(); // WIP
|
||||
|
||||
// Only strip VR/XR keywords if XR is NOT enabled
|
||||
if (!isXREnabled)
|
||||
{
|
||||
if (!targetResultSetting.include_STEREO_INSTANCING_ON)
|
||||
{
|
||||
haveToStripList.Add(new ShaderKeyword(shader, "STEREO_INSTANCING_ON")); // safe to strip
|
||||
@ -348,6 +355,10 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
haveToStripList.Add(new ShaderKeyword(shader, "UNITY_SINGLE_PASS_STEREO")); // safe to strip
|
||||
}
|
||||
// Other possible XR keyword to strip:
|
||||
// "_XR_OCCLUSION_MESH"
|
||||
// "UNITY_STEREO_INSTANCING_ENABLED"
|
||||
}
|
||||
|
||||
//haveToStripList.Add(new ShaderKeyword(shader, "_RECEIVE_URP_SHADOW")); // confirm not safe to strip a local material keyword
|
||||
//haveToStripList.Add(new ShaderKeyword(shader, "_SCREENSPACE_OUTLINE")); // confirm not safe to strip a local material keyword
|
||||
@ -400,5 +411,81 @@ namespace NiloToon.NiloToonURP
|
||||
#endif
|
||||
return targetResultSetting;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////
|
||||
// XR helper functions
|
||||
////////////////////////////////////////////////////////////
|
||||
private static bool IsXRBuildTarget()
|
||||
{
|
||||
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
|
||||
|
||||
// Only check for known XR platforms
|
||||
if (buildTargetGroup != BuildTargetGroup.Android &&
|
||||
buildTargetGroup != BuildTargetGroup.Standalone &&
|
||||
buildTargetGroup != BuildTargetGroup.iOS &&
|
||||
buildTargetGroup != BuildTargetGroup.WSA &&
|
||||
buildTargetGroup != BuildTargetGroup.PS4 &&
|
||||
buildTargetGroup != BuildTargetGroup.PS5)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Try modern XR Plugin Management first
|
||||
if (CheckXRPluginManagement(buildTargetGroup))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Fallback to legacy VR API
|
||||
return CheckLegacyVRSupport(buildTargetGroup);
|
||||
}
|
||||
|
||||
private static bool CheckXRPluginManagement(BuildTargetGroup buildTargetGroup)
|
||||
{
|
||||
try
|
||||
{
|
||||
var xrGeneralSettingsType = System.Type.GetType("UnityEditor.XR.Management.XRGeneralSettingsPerBuildTarget, Unity.XR.Management.Editor");
|
||||
if (xrGeneralSettingsType == null) return false;
|
||||
|
||||
var method = xrGeneralSettingsType.GetMethod("XRGeneralSettingsForBuildTarget",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
|
||||
if (method == null) return false;
|
||||
|
||||
var xrGeneralSettings = method.Invoke(null, new object[] { buildTargetGroup });
|
||||
if (xrGeneralSettings == null) return false;
|
||||
|
||||
var managerProperty = xrGeneralSettings.GetType().GetProperty("Manager");
|
||||
var manager = managerProperty?.GetValue(xrGeneralSettings);
|
||||
if (manager == null) return false;
|
||||
|
||||
var loadersProperty = manager.GetType().GetProperty("activeLoaders");
|
||||
var loaders = loadersProperty?.GetValue(manager) as System.Collections.IList;
|
||||
|
||||
return loaders != null && loaders.Count > 0;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool CheckLegacyVRSupport(BuildTargetGroup buildTargetGroup)
|
||||
{
|
||||
// Unity removed legacy VR module in Unity6.4~6.5, so we can't check anymore, the API PlayerSettings.GetVirtualRealitySupported has been removed in Unity6.4~6.5
|
||||
#if UNITY_6000_4_OR_NEWER
|
||||
return false;
|
||||
#else
|
||||
try
|
||||
{
|
||||
#pragma warning disable CS0618
|
||||
return PlayerSettings.GetVirtualRealitySupported(buildTargetGroup);
|
||||
#pragma warning restore CS0618
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -120,8 +120,6 @@ namespace NiloToon.NiloToonURP
|
||||
try
|
||||
{
|
||||
File.WriteAllText(path, json);
|
||||
// Force refresh to ensure AssetDatabase is aware
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
|
||||
@ -201,24 +201,6 @@ namespace LWGUI
|
||||
|
||||
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
|
||||
{
|
||||
// Check if parent group is folded
|
||||
metaDatas = Helper.GetLWGUIMetadatas(editor);
|
||||
if (metaDatas != null && !string.IsNullOrEmpty(group) && group != "_")
|
||||
{
|
||||
var (propStaticData, propDynamicData) = metaDatas.GetPropDatas(prop);
|
||||
|
||||
// Check if property should be hidden due to parent group folding
|
||||
if (propStaticData.parent != null)
|
||||
{
|
||||
var material = editor.target as Material;
|
||||
if (!MetaDataHelper.GetParentPropertyVisibility(propStaticData.parent, material, metaDatas)
|
||||
|| (propStaticData.parent.parent != null && !MetaDataHelper.GetParentPropertyVisibility(propStaticData.parent.parent, material, metaDatas)))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return GetVisibleHeight(prop);
|
||||
}
|
||||
|
||||
|
||||
BIN
Assets/NiloToonURP/Editor/ShaderGUI/LWGUI-main/Test/LWGUI_RampAtlas.tga
(Stored with Git LFS)
BIN
Assets/NiloToonURP/Editor/ShaderGUI/LWGUI-main/Test/LWGUI_RampAtlas.tga
(Stored with Git LFS)
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forceMaximumCompressionQuality_BC6H_BC7: 0
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|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
BIN
Assets/NiloToonURP/NiloToonURP user document.pdf
(Stored with Git LFS)
BIN
Assets/NiloToonURP/NiloToonURP user document.pdf
(Stored with Git LFS)
Binary file not shown.
@ -256,7 +256,7 @@ namespace NiloToon.NiloToonURP
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER // TODO: it seems not correct to remove UberPostProcessPass.Setup(...) in Unity6.4?
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
// If you want to pass cameraColorTargetHandle or cameraDepthTargetHandle RTHandle into a pass
|
||||
// You must do it here instead of AddRenderPasses(...), since these RTHandle are not yet init in AddRenderPasses(...)!
|
||||
@ -266,6 +266,7 @@ namespace NiloToon.NiloToonURP
|
||||
UberPostProcessPass.Setup(renderingData.cameraData.cameraTargetDescriptor);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
// The method can be useful for releasing any resources that have been allocated.
|
||||
|
||||
@ -45,6 +45,7 @@ namespace NiloToon.NiloToonURP
|
||||
private static readonly int BottomDarkenIntensity = Shader.PropertyToID("_BottomDarkenIntensity");
|
||||
private static readonly int BottomDarkenDrawAreaHeight = Shader.PropertyToID("_BottomDarkenDrawAreaHeight");
|
||||
private static readonly int TopLightSunTintColor = Shader.PropertyToID("_TopLightSunTintColor");
|
||||
private static readonly int TopLightReceiveMainLightShadow = Shader.PropertyToID("_TopLightReceiveMainLightShadow");
|
||||
|
||||
public NiloToonAnimePostProcessPass(NiloToonRendererFeatureSettings allSettings)
|
||||
{
|
||||
@ -53,7 +54,7 @@ namespace NiloToon.NiloToonURP
|
||||
_instance = this;
|
||||
m_ProfilingSampler = new ProfilingSampler("NiloToonAnimePostProcessPass");
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -61,7 +62,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
SetRenderPassEvent();
|
||||
}
|
||||
|
||||
#endif
|
||||
private void SetRenderPassEvent()
|
||||
{
|
||||
var animePP = VolumeManager.instance.stack.GetComponent<NiloToonAnimePostProcessVolume>();
|
||||
@ -75,7 +76,7 @@ namespace NiloToon.NiloToonURP
|
||||
renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
|
||||
}
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -83,7 +84,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
Render(context, ref renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
private void InitMaterialIfNeeded()
|
||||
{
|
||||
// delay CreateEngineMaterial to as late as possible, to make it safe when ReimportAll is running
|
||||
@ -151,6 +152,7 @@ namespace NiloToon.NiloToonURP
|
||||
material.SetColor(TopLightTintColor, animePP.topLightTintColor.value);
|
||||
material.SetColor(TopLightSunTintColor, animePP.topLightSunTintColor.value);
|
||||
material.SetFloat(TopLightDrawAreaHeight, animePP.topLightEffectDrawHeight.value);
|
||||
material.SetFloat(TopLightReceiveMainLightShadow, animePP.topLightReceiveMainLightShadow.value);
|
||||
|
||||
material.SetFloat(BottomDarkenRotationDegree, animePP.rotation.value + animePP.bottomDarkenExtraRotation.value);
|
||||
material.SetFloat(BottomDarkenIntensity, bottomDarkenEffectIntensity);
|
||||
|
||||
@ -65,7 +65,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
base.profilingSampler = new ProfilingSampler(nameof(NiloToonAverageShadowTestRTPass));
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -99,6 +99,7 @@ namespace NiloToon.NiloToonURP
|
||||
#endif
|
||||
ConfigureClear(ClearFlag.Color, Color.white); // default white = default no shadow
|
||||
}
|
||||
#endif
|
||||
|
||||
private static void GetRTDescriptor(out RenderTextureDescriptor renderTextureDescriptor)
|
||||
{
|
||||
@ -134,6 +135,7 @@ namespace NiloToon.NiloToonURP
|
||||
}
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// Here you can implement the rendering logic.
|
||||
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||
@ -147,7 +149,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
renderPerCharacterAverageShadowAtlaRT(context, renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
|
||||
@ -191,7 +191,7 @@ namespace NiloToon.NiloToonURP
|
||||
}
|
||||
|
||||
bool shouldRender;
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -239,7 +239,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
renderCharacterSelfShadowmapRT(context, renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
@ -739,6 +739,16 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
Matrix4x4 MixTransforms(Matrix4x4 matrixA, Matrix4x4 matrixB, float t)
|
||||
{
|
||||
// Assert t is in valid range
|
||||
Debug.Assert(t >= 0f && t <= 1f, $"MixTransforms: t must be in range [0, 1], got {t}");
|
||||
|
||||
// Early returns for edge cases
|
||||
if (t <= 0f)
|
||||
return matrixA;
|
||||
|
||||
if (t >= 1f)
|
||||
return matrixB;
|
||||
|
||||
// Extract the position (translation) from each matrix
|
||||
Vector3 positionA = matrixA.GetColumn(3);
|
||||
Vector3 positionB = matrixB.GetColumn(3);
|
||||
@ -965,7 +975,8 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
float volumeOverrideLightDirStrength =
|
||||
charRenderingControlVolume.overrideLightDirectionIntensity.value;
|
||||
if (shadowCamViewMatrix.ValidTRS())
|
||||
|
||||
if (shadowCamViewMatrix.ValidTRS() && volumeOverrideRotatedShadowCamViewMatrix.ValidTRS() && volumeOverrideLightDirStrength > 0)
|
||||
{
|
||||
shadowCamViewMatrix = MixTransforms(shadowCamViewMatrix,
|
||||
volumeOverrideRotatedShadowCamViewMatrix, volumeOverrideLightDirStrength);
|
||||
|
||||
@ -22,6 +22,7 @@ namespace NiloToon.NiloToonURP
|
||||
renderPassEvent = evt;
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -105,6 +106,7 @@ namespace NiloToon.NiloToonURP
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
/// <summary>
|
||||
|
||||
@ -11,6 +11,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
public class NiloToonExtraThickOutlinePass : ScriptableRenderPass
|
||||
{
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -40,7 +41,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
renderStencilRelatedPasses(context, renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
|
||||
@ -101,7 +101,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
ConfigureInput(input);
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -133,7 +133,7 @@ namespace NiloToon.NiloToonURP
|
||||
copyRTDesc.depthBufferBits = 0;
|
||||
RenderingUtils.ReAllocateIfNeeded(ref copyRT, copyRTDesc, name: "_CopyTex");
|
||||
}
|
||||
|
||||
#endif
|
||||
public float GetRTTargetLength(RenderTextureDescriptor descriptor)
|
||||
{
|
||||
return Mathf.Min(descriptor.width, descriptor.height);
|
||||
@ -347,6 +347,7 @@ namespace NiloToon.NiloToonURP
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
// NON-RG EXECUTE METHOD - Uses shared algorithm
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -400,7 +401,7 @@ namespace NiloToon.NiloToonURP
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
#endif
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
// do not write anything here
|
||||
|
||||
@ -5,14 +5,12 @@
|
||||
|
||||
/*
|
||||
_NiloToonPrepassBufferRT is storing the following data
|
||||
-r: face (legacy, kept for compatibility)
|
||||
-g: character visible area (for NiloToon Bloom / NiloToon Tonemapping) - includes face, body, and fur
|
||||
-r: face
|
||||
-g: character visible area (for NiloToon Bloom / NiloToon Tonemapping)
|
||||
-b: unused
|
||||
-a: unused
|
||||
|
||||
* We may draw IsFace,IsSkin,RimArea into this RT in future versions
|
||||
* Fur mask is now integrated: renders fur shells to G channel
|
||||
* All character areas (face, body, fur) use G channel for unified character mask
|
||||
*/
|
||||
using System;
|
||||
using UnityEngine;
|
||||
@ -40,10 +38,6 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
// Constants
|
||||
static readonly ShaderTagId shaderTagId = new ShaderTagId("NiloToonPrepassBuffer");
|
||||
static readonly ShaderTagId furShellMaskShaderTagId = new ShaderTagId("NiloToonFurShellMask");
|
||||
|
||||
// Fur mask settings
|
||||
bool enableFurMask = true;
|
||||
|
||||
// Constructor(will not call every frame)
|
||||
public NiloToonPrepassBufferRTPass(NiloToonRendererFeatureSettings allSettings)
|
||||
@ -56,15 +50,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
base.profilingSampler = new ProfilingSampler(nameof(NiloToonPrepassBufferRTPass));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable fur mask rendering
|
||||
/// </summary>
|
||||
public void SetFurMaskEnabled(bool enabled)
|
||||
{
|
||||
enableFurMask = enabled;
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -163,7 +149,7 @@ namespace NiloToon.NiloToonURP
|
||||
cmd.Clear();
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 1. Draw all nilotoon character renderer's "NiloToonPrepassBuffer" pass using SRP batching
|
||||
// draw all nilotoon character renderer's "NiloToonPrepassBuffer" pass using SRP batching
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
var filterSetting = new FilteringSettings(RenderQueueRange.opaque); //TODO: should include transparent also?
|
||||
|
||||
@ -171,17 +157,6 @@ namespace NiloToon.NiloToonURP
|
||||
var drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortFlags);
|
||||
drawSettings.perObjectData = PerObjectData.None;
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSetting);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 2. Draw fur shell mask (NiloToonFurShellMask pass) - adds fur area to G and B channels
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
if (enableFurMask)
|
||||
{
|
||||
var furFilterSetting = new FilteringSettings(RenderQueueRange.all);
|
||||
var furDrawSettings = CreateDrawingSettings(furShellMaskShaderTagId, ref renderingData, SortingCriteria.CommonTransparent);
|
||||
furDrawSettings.perObjectData = PerObjectData.None;
|
||||
context.DrawRenderers(renderingData.cullResults, ref furDrawSettings, ref furFilterSetting);
|
||||
}
|
||||
}
|
||||
|
||||
// must write these line after using{} finished, to ensure profiler and frame debugger display correctness
|
||||
@ -189,7 +164,7 @@ namespace NiloToon.NiloToonURP
|
||||
cmd.Clear();
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
@ -219,8 +194,6 @@ namespace NiloToon.NiloToonURP
|
||||
public TextureHandle colorTarget;
|
||||
public TextureHandle depthTarget;
|
||||
public RendererListHandle rendererList;
|
||||
public RendererListHandle furRendererList;
|
||||
public bool enableFurMask;
|
||||
}
|
||||
|
||||
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
|
||||
@ -236,7 +209,6 @@ namespace NiloToon.NiloToonURP
|
||||
using (var builder = renderGraph.AddRasterRenderPass<PrepassBufferPassData>("NiloToon Prepass Buffer", out var passData, base.profilingSampler))
|
||||
{
|
||||
passData.cameraData = cameraData;
|
||||
passData.enableFurMask = enableFurMask;
|
||||
|
||||
// Create render textures for RG - EXACT same descriptors as OnCameraSetup
|
||||
var colorDesc = cameraData.cameraTargetDescriptor;
|
||||
@ -252,28 +224,19 @@ namespace NiloToon.NiloToonURP
|
||||
passData.colorTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, colorDesc, "_NiloToonPrepassBufferColor", false);
|
||||
passData.depthTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, "_NiloToonPrepassBufferDepth", false);
|
||||
|
||||
// Create renderer list for character prepass - EXACT same settings as Execute
|
||||
// Create renderer list - EXACT same settings as Execute
|
||||
var renderListDesc = new RendererListDesc(shaderTagId, renderingData.cullResults, cameraData.camera)
|
||||
{
|
||||
sortingCriteria = cameraData.defaultOpaqueSortFlags,
|
||||
renderQueueRange = RenderQueueRange.opaque,
|
||||
sortingCriteria = cameraData.defaultOpaqueSortFlags, // Match: var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
|
||||
renderQueueRange = RenderQueueRange.opaque, // Match: var filterSetting = new FilteringSettings(RenderQueueRange.opaque);
|
||||
};
|
||||
passData.rendererList = renderGraph.CreateRendererList(renderListDesc);
|
||||
|
||||
// Create renderer list for fur shell mask
|
||||
var furRenderListDesc = new RendererListDesc(furShellMaskShaderTagId, renderingData.cullResults, cameraData.camera)
|
||||
{
|
||||
sortingCriteria = SortingCriteria.CommonTransparent,
|
||||
renderQueueRange = RenderQueueRange.all,
|
||||
};
|
||||
passData.furRendererList = renderGraph.CreateRendererList(furRenderListDesc);
|
||||
|
||||
// Set up render targets - Match ConfigureTarget behavior
|
||||
builder.SetRenderAttachment(passData.colorTarget, 0, AccessFlags.Write);
|
||||
builder.SetRenderAttachmentDepth(passData.depthTarget, AccessFlags.Write);
|
||||
|
||||
builder.UseRendererList(passData.rendererList);
|
||||
builder.UseRendererList(passData.furRendererList);
|
||||
|
||||
// Set global textures - Match cmd.SetGlobalTexture behavior
|
||||
builder.SetGlobalTextureAfterPass(passData.colorTarget, Shader.PropertyToID("_NiloToonPrepassBufferTex"));
|
||||
@ -284,14 +247,8 @@ namespace NiloToon.NiloToonURP
|
||||
// Match ConfigureClear(ClearFlag.All, Color.black) behavior
|
||||
context.cmd.ClearRenderTarget(RTClearFlags.All, Color.black, 1.0f, 0);
|
||||
|
||||
// 1. Draw character prepass
|
||||
// Match context.DrawRenderers behavior
|
||||
context.cmd.DrawRendererList(data.rendererList);
|
||||
|
||||
// 2. Draw fur shell mask (adds fur area to G and B channels)
|
||||
if (data.enableFurMask)
|
||||
{
|
||||
context.cmd.DrawRendererList(data.furRendererList);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@ -10,6 +10,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
public class NiloToonRendererRedrawerPass : ScriptableRenderPass
|
||||
{
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -47,7 +48,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
// do nothing
|
||||
}
|
||||
|
||||
#endif
|
||||
ProfilingSampler m_ProfilingSamplerNiloToonRendererRedrawer;
|
||||
NiloToonRendererFeatureSettings allSettings;
|
||||
|
||||
|
||||
@ -63,7 +63,7 @@ namespace NiloToon.NiloToonURP
|
||||
this.settings = allSettings.outlineSettings;
|
||||
m_ProfilingSamplerScreenSpaceOutline = new ProfilingSampler("NiloToonToonOutlinePass(Screen space outline)");
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -76,7 +76,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
ConfigureInput(renderingData.cameraData.cameraType);
|
||||
}
|
||||
|
||||
#endif
|
||||
public void ConfigureInput(CameraType cameraType)
|
||||
{
|
||||
// Nilotoon automatically turn on _CameraDepthTexture and _CameraNormalsTexture if needed,
|
||||
@ -133,7 +133,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
return shouldRenderScreenSpaceOutline;
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// Here you can implement the rendering logic.
|
||||
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||
@ -145,7 +145,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
renderScreenSpaceOutline(context, renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
|
||||
@ -293,7 +293,7 @@ namespace NiloToon.NiloToonURP
|
||||
// when user is editing NiloToon all in one renderer feature UI's value, URP will recreate this class's instance again and again each frame,
|
||||
// so make sure all private fields of this class are re-assign with correct value on instance recreate
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -306,7 +306,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
ConfigureInputs(renderingData.cameraData.renderer);
|
||||
}
|
||||
|
||||
#endif
|
||||
public void ConfigureInputs(ScriptableRenderer renderer)
|
||||
{
|
||||
var input = GetScriptableRenderPassInput(renderer);
|
||||
@ -377,7 +377,7 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
return isDeferredRendering;
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// Here you can implement the rendering logic.
|
||||
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||
@ -389,7 +389,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
setParam(context, renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
|
||||
@ -11,6 +11,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
public class NiloToonToonOutlinePass : ScriptableRenderPass
|
||||
{
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
@ -35,7 +36,7 @@ namespace NiloToon.NiloToonURP
|
||||
{
|
||||
renderClassicOutline(context, renderingData);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
@ -311,7 +312,14 @@ namespace NiloToon.NiloToonURP
|
||||
|
||||
// Set the render target as the color and depth textures of the active camera texture
|
||||
builder.UseRendererList(passData.rendererListHandle);
|
||||
|
||||
// IsValid() is needed, because some assets:
|
||||
// - PIDI Planar Reflection
|
||||
// - VLB
|
||||
// will render Depth only pass without color buffer
|
||||
if(resourceData.activeColorTexture.IsValid())
|
||||
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
|
||||
if(resourceData.activeDepthTexture.IsValid())
|
||||
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
|
||||
|
||||
builder.AllowGlobalStateModification(true);
|
||||
|
||||
@ -204,7 +204,7 @@ namespace NiloToon.NiloToonURP
|
||||
m_Descriptor.autoGenerateMips = false;
|
||||
//m_Source = source;
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -261,7 +261,7 @@ namespace NiloToon.NiloToonURP
|
||||
cmd.Clear();
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
#endif
|
||||
RenderTextureDescriptor GetCompatibleDescriptor()
|
||||
=> GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_Descriptor.graphicsFormat);
|
||||
|
||||
@ -277,7 +277,7 @@ namespace NiloToon.NiloToonURP
|
||||
desc.graphicsFormat = format;
|
||||
return desc;
|
||||
}
|
||||
|
||||
#if !UNITY_6000_4_OR_NEWER
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
#endif
|
||||
@ -335,6 +335,7 @@ namespace NiloToon.NiloToonURP
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
[Obsolete]
|
||||
|
||||
@ -20,6 +20,8 @@ namespace NiloToon.NiloToonURP
|
||||
public MinFloatParameter topLightEffectIntensity = new MinFloatParameter(1, 0);
|
||||
[OverrideDisplayName("Tint by MainLight color?")]
|
||||
public ClampedFloatParameter topLightMultiplyLightColor = new ClampedFloatParameter(1, 0, 1);
|
||||
[OverrideDisplayName("Receive MainLight shadow?")]
|
||||
public ClampedFloatParameter topLightReceiveMainLightShadow = new ClampedFloatParameter(1, 0, 1);
|
||||
[OverrideDisplayName("Sun Tint Color")]
|
||||
public ColorParameter topLightSunTintColor = new ColorParameter(new Color(0.3f, 0.225f, 0.1125f));
|
||||
[OverrideDisplayName("Desaturate Light")]
|
||||
|
||||
@ -5,6 +5,8 @@ using UnityEngine.Rendering.Universal;
|
||||
namespace NiloToon.NiloToonURP
|
||||
{
|
||||
[System.Serializable, VolumeComponentMenu("NiloToon/Bloom (NiloToon)")]
|
||||
//[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
|
||||
[HelpURL("https://docs.google.com/document/d/1iEh1E5xLXnXuICM0ElV3F3x_J2LND9Du2SSKzcIuPXw/edit?pli=1&tab=t.0#heading=h.bevtkrac5r9p")]
|
||||
public class NiloToonBloomVolume : VolumeComponent, IPostProcessComponent
|
||||
{
|
||||
[Header("======== Same as URP's Bloom ======================================================================")]
|
||||
|
||||
@ -6,6 +6,8 @@ using UnityEngine.Serialization;
|
||||
namespace NiloToon.NiloToonURP
|
||||
{
|
||||
[System.Serializable, VolumeComponentMenu("NiloToon/Cinematic Rim Light (NiloToon)")]
|
||||
//[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
|
||||
[HelpURL("https://docs.google.com/document/d/1iEh1E5xLXnXuICM0ElV3F3x_J2LND9Du2SSKzcIuPXw/edit?pli=1&tab=t.0#heading=h.aapeix6wksbg")]
|
||||
public class NiloToonCinematicRimLightVolume : VolumeComponent, IPostProcessComponent
|
||||
{
|
||||
[Header("Rim (2D Style)(= Default style if all style's strength are 0)")]
|
||||
|
||||
BIN
Assets/NiloToonURP/Runtime/VolumePresetPicker/Resources/NiloToonVolumePresetPicker.prefab
(Stored with Git LFS)
BIN
Assets/NiloToonURP/Runtime/VolumePresetPicker/Resources/NiloToonVolumePresetPicker.prefab
(Stored with Git LFS)
Binary file not shown.
Binary file not shown.
BIN
Assets/NiloToonURP/Runtime/VolumePresetPicker/VolumeProfilePresets/Nilo035-ConcertDarkShadowHighContrast.asset
(Stored with Git LFS)
Normal file
BIN
Assets/NiloToonURP/Runtime/VolumePresetPicker/VolumeProfilePresets/Nilo035-ConcertDarkShadowHighContrast.asset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85fb753f7c45bda4a8998c05dfd2ddfa
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -27,4 +27,5 @@
|
||||
#include "NiloPerspectiveRemovalUtil.hlsl"
|
||||
#include "NiloDitherFadeoutClipUtil.hlsl"
|
||||
#include "NiloShadows.hlsl"
|
||||
#include "NiloGlitter.hlsl"
|
||||
|
||||
|
||||
@ -7,6 +7,10 @@
|
||||
// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
|
||||
#pragma once
|
||||
|
||||
// this will NOT work for iPhone15Pro, why?
|
||||
// likely due to dynamic array indexing or % operator can't compile correctly for A17 Pro chip.
|
||||
// This is possibly a Unity/Metal shader compiler bug that we can't fix (need to wait for Unity/Apple to fix).
|
||||
/*
|
||||
void NiloDoDitherFadeoutClip(float2 SV_POSITIONxy, float ditherOpacity)
|
||||
{
|
||||
// copy from https://docs.unity3d.com/Packages/com.unity.shadergraph@10.3/manual/Dither-Node.html?q=dither
|
||||
@ -20,19 +24,25 @@ void NiloDoDitherFadeoutClip(float2 SV_POSITIONxy, float ditherOpacity)
|
||||
uint index = (uint(SV_POSITIONxy.x) % 4) * 4 + uint(SV_POSITIONxy.y) % 4;
|
||||
clip(ditherOpacity - DITHER_THRESHOLDS[index]);
|
||||
}
|
||||
// this will work for iPhone15Pro, but the original function wont, why? must be due to % or array.
|
||||
/*
|
||||
*/
|
||||
|
||||
// This workaround WILL work for iPhone 15 Pro and all other devices
|
||||
// Removed dynamic array indexing and % operator, replaced with unrolled if-else chain
|
||||
// Tested on: Unity Editor, iPhone 14/15, iPhone 15 Pro
|
||||
// Should be 100% safe and produces identical results to the original code
|
||||
void NiloDoDitherFadeoutClip(float2 SV_POSITIONxy, float ditherOpacity)
|
||||
{
|
||||
// Use integer coordinates
|
||||
int x = int(SV_POSITIONxy.x) & 3; // Using bitwise AND instead of modulo
|
||||
int y = int(SV_POSITIONxy.y) & 3;
|
||||
// Floor pixel coordinates and cast to int (robust even with negative positions)
|
||||
// Floor is safer for edge cases (if SV_POSITIONxy is somehow negative, which is not expected)
|
||||
int2 ip = (int2)floor(SV_POSITIONxy);
|
||||
int x = ip.x & 3;
|
||||
int y = ip.y & 3;
|
||||
|
||||
// Calculate threshold without array
|
||||
// Bitshift is semantically clearer (x * 4 = x << 2)
|
||||
float threshold;
|
||||
int index = x * 4 + y;
|
||||
int index = (x << 2) | y;
|
||||
|
||||
// Unroll the array access
|
||||
// Unrolled lookup
|
||||
if (index == 0) threshold = 1.0 / 17.0;
|
||||
else if (index == 1) threshold = 9.0 / 17.0;
|
||||
else if (index == 2) threshold = 3.0 / 17.0;
|
||||
@ -52,5 +62,4 @@ void NiloDoDitherFadeoutClip(float2 SV_POSITIONxy, float ditherOpacity)
|
||||
|
||||
clip(ditherOpacity - threshold);
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
@ -0,0 +1,110 @@
|
||||
// SPDX-License-Identifier: (Not available for this version, you are only allowed to use this software if you have express permission from the copyright holder and agreed to the latest NiloToonURP EULA)
|
||||
// Copyright (c) 2021 Kuroneko ShaderLab Limited
|
||||
|
||||
// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
|
||||
|
||||
// #pragma once is a safe guard best practice in almost every .hlsl,
|
||||
// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
|
||||
#pragma once
|
||||
|
||||
// HLSL Glitter Effect using Unity Lightmap UVs
|
||||
// Lightmap UVs are unique and non-overlapping, perfect for glitter placement
|
||||
|
||||
// Random function based on position
|
||||
float hash(float2 p)
|
||||
{
|
||||
float3 p3 = frac(float3(p.xyx) * 0.1031);
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return frac((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
float2 hash2(float2 p)
|
||||
{
|
||||
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return frac((p3.xx + p3.yz) * p3.zy);
|
||||
}
|
||||
|
||||
float3 hash3(float2 p)
|
||||
{
|
||||
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
|
||||
p3 += dot(p3, p3.yxz + 33.33);
|
||||
return frac((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
// Main glitter function using lightmap UVs
|
||||
float3 NiloGlitter(
|
||||
float2 lightmapUV, // Unity's lightmap UV (TEXCOORD1)
|
||||
float3 viewDir, // world space (should be normalized)
|
||||
float3 normal, // world space (should be normalized)
|
||||
float3 lightDir, // world space (should be normalized)
|
||||
float density, // expect default input = 1
|
||||
float size, // expect default input = 1
|
||||
float brightness, // expect default input = 1
|
||||
float randomNormalStrength) // default 0.5
|
||||
{
|
||||
// Normalize inputs to be safe
|
||||
viewDir = normalize(viewDir);
|
||||
normal = normalize(normal);
|
||||
lightDir = normalize(lightDir);
|
||||
|
||||
float finalSize = size * 0.25;
|
||||
|
||||
// Use lightmap UV - these are unique across the entire mesh
|
||||
float2 scaledUV = lightmapUV * density * 1000.0;
|
||||
float2 cellID = floor(scaledUV);
|
||||
float2 cellUV = frac(scaledUV);
|
||||
|
||||
float3 glitter = float3(0.0, 0.0, 0.0);
|
||||
|
||||
// Check neighboring cells for glitter particles
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
for(int x = -1; x <= 1; x++)
|
||||
{
|
||||
float2 neighborCell = cellID + float2(x, y);
|
||||
|
||||
// Random position within the cell
|
||||
float2 randomOffset = hash2(neighborCell);
|
||||
float2 particlePos = float2(x, y) + randomOffset;
|
||||
|
||||
// Distance to particle
|
||||
float2 toParticle = particlePos - cellUV;
|
||||
float dist = length(toParticle);
|
||||
|
||||
// Only process if within glitter size
|
||||
if(dist < finalSize)
|
||||
{
|
||||
// Generate random orientation for this glitter particle
|
||||
float3 glitterNormal = normalize(hash3(neighborCell));
|
||||
|
||||
// Blend with surface normal for realistic placement
|
||||
glitterNormal = normalize(lerp(normal, glitterNormal, randomNormalStrength));
|
||||
|
||||
// Calculate reflection direction
|
||||
float3 reflectDir = reflect(-viewDir, glitterNormal);
|
||||
|
||||
// Use the actual light direction
|
||||
float specular = pow(max(dot(reflectDir, lightDir), 0.0), 1000.0);
|
||||
|
||||
// View alignment - glitter only visible at the right angle
|
||||
float viewAlignment = max(dot(viewDir, glitterNormal), 0.0);
|
||||
viewAlignment = pow(viewAlignment, 5.0);
|
||||
|
||||
// Smooth falloff based on distance
|
||||
float fade = 1.0 - smoothstep(finalSize * 0.2, finalSize, dist);
|
||||
|
||||
// Combine all factors
|
||||
float intensity = specular * viewAlignment * fade * brightness * 100.0;
|
||||
|
||||
// Color variation
|
||||
float colorVariation = hash(neighborCell + 50.0);
|
||||
float3 glitterColor = lerp(float3(1.0, 0.98, 0.95), float3(0.95, 0.97, 1.0), colorVariation);
|
||||
|
||||
glitter += glitterColor * intensity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return glitter;
|
||||
}
|
||||
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 433b706673427d64a8711b32f0344dd1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -12,28 +12,28 @@ is just an almost empty .hlsl file with empty functions for you to fill in extra
|
||||
You can use those empty functions to apply your global effect, similar to character-only postprocess (e.g. add fog of war/scan line...).
|
||||
If you need us to expose more empty functions at another shading timing, please contact nilotoon@gmail.com
|
||||
|
||||
If you really need to edit the shader, usually just by editing "NiloToonCharacter_LightingEquation.hlsl" alone can control most of the visual result,
|
||||
while editing this .shader file directly may make your future update(merge) difficult.
|
||||
|
||||
[All Passes of this .shader]
|
||||
This shader includes 9 passes, each pass will be activated if needed:
|
||||
This shader includes 12 passes, each pass will be activated if needed:
|
||||
0.ForwardLit (LightMode:UniversalForwardOnly) (same as URP Lit shader, always render, a regular color pass that will always render to URP's _CameraColorTexture RT)
|
||||
1.Outline (LightMode:NiloToonOutline) (only render if user turn it on in NiloToonAllInOneRendererFeature(default on). If render is needed, this pass will always render to URP's _CameraColorTexture RT)
|
||||
2.CharacterAreaStencilBufferFill (LightMode:NiloToonCharacterAreaStencilBufferFill) (only render if user turn "Extra Thick Outline" on in NiloToonPerCharacterRenderController(default off). If render is needed, this pass will always render to URP's _CameraColorTexture RT)
|
||||
3.ExtraThickOutline (LightMode:NiloToonExtraThickOutline) (only render if user turn "Extra Thick Outline" on in NiloToonPerCharacterRenderController(default off). If render is needed, this pass will always render to URP's _CameraColorTexture RT)
|
||||
4.ShadowCaster (LightMode:ShadowCaster) (same as URP Lit shader, only for rendering to URP's shadow map RT's depth buffer, this pass won't be used if all your characters don't cast URP shadow)
|
||||
5.DepthOnly (LightMode:DepthOnly) (same as URP Lit shader, only for rendering to URP's depth texture RT _CameraDepthTexture's depth buffer, this pass won't be used if your project don't render URP's offscreen depth prepass)
|
||||
6.DepthNormalsOnly (LightMode:DepthNormalsOnly) (same as URP Lit shader, only for rendering to URP's normal texture RT _CameraNormalsTexture's rendering (color+depth), this pass won't be used if your project don't render URP's offscreen depth normal prepass)
|
||||
7.NiloToonSelfShadowCaster (LightMode:NiloToonSelfShadowCaster) (only for rendering NiloToon's _NiloToonCharSelfShadowMapRT's depth buffer, this pass won't be used if your project don't enable NiloToon's character self shadow in NiloToonAllInOneRendererFeature)
|
||||
8.NiloToonPrepassBuffer (LightMode:NiloToonPrepassBuffer) (Only for rendering NiloToon's _NiloToonPrepassBufferRT)
|
||||
4.CharacterAreaColorFill (LightMode:NiloToonCharacterAreaColorFill) (only render if user turn "Color Fill" on in NiloToonPerCharacterRenderController(default off). If render is needed, this pass will always render to URP's _CameraColorTexture RT)
|
||||
5.ShadowCaster (LightMode:ShadowCaster) (same as URP Lit shader, only for rendering to URP's shadow map RT's depth buffer, this pass won't be used if all your characters don't cast URP shadow)
|
||||
6.DepthOnly (LightMode:DepthOnly) (same as URP Lit shader, only for rendering to URP's depth texture RT _CameraDepthTexture's depth buffer, this pass won't be used if your project don't render URP's offscreen depth prepass)
|
||||
7.DepthNormalsOnly (LightMode:DepthNormalsOnly) (same as URP Lit shader, only for rendering to URP's normal texture RT _CameraNormalsTexture's rendering (color+depth), this pass won't be used if your project don't render URP's offscreen depth normal prepass)
|
||||
8.MotionVectors (LightMode:MotionVectors) (same as URP Lit shader)
|
||||
9.XRMotionVectors (LightMode:XRMotionVectors) (same as URP Lit shader)
|
||||
10.NiloToonSelfShadowCaster (LightMode:NiloToonSelfShadowCaster) (only for rendering NiloToon's _NiloToonCharSelfShadowMapRT's depth buffer, this pass won't be used if your project don't enable NiloToon's character self shadow in NiloToonAllInOneRendererFeature)
|
||||
11.NiloToonPrepassBuffer (LightMode:NiloToonPrepassBuffer) (Only for rendering NiloToon's _NiloToonPrepassBufferRT)
|
||||
|
||||
[SRP Batcher]
|
||||
Because most of the time, user use NiloToon's character shader for unique characters or dynamic objects like character weapons, so all lightmap-related code is removed for simplicity.
|
||||
Because most of the time, user use NiloToon's character shader for unique characters or dynamic objects like character weapons, so all lightmap-related code is removed for simplicity and shader compile speed.
|
||||
For batching, we only rely on SRP batcher, which is the most practical batching method in URP for rendering lots of unique material + SkinnedMeshRenderer(unique mesh) characters.
|
||||
The followiing are 4 possible batching method, and only SRP Batcher is useful.
|
||||
- (X)Static batching (characters are dynamic)
|
||||
- (X)Dynamic batching (characters have many vertices)
|
||||
- (X)GPU instancing (characters have unique animation(unique mesh))
|
||||
- (X)GPU instancing (characters have unique CPU animation(unique mesh))
|
||||
- (O)SRP Batcher
|
||||
|
||||
[GPU Instancing]
|
||||
@ -67,7 +67,7 @@ because:
|
||||
|
||||
case 2 - static uniform branching if():
|
||||
// Reasonable cost, quite fast! (except OpenGLES2, OpenGLES2 doesn't have branching and will run both paths and discard the false path)
|
||||
// since OpenGLES2 is not the main focus anymore in 2024, we will ignore OpenGLES2 and use static uniform branching if() in NiloToonURP when suitable
|
||||
// since OpenGLES2 is not used anymore in 2025 or later, we will ignore OpenGLES2 and use static uniform branching if() in NiloToonURP when suitable
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
// usually controlled by a [Toggle] in material inspector, material.SetFloat() or Shader.SetGlobalFloat() in C#
|
||||
float _ShouldRunFancyCode;
|
||||
@ -102,7 +102,7 @@ because:
|
||||
- https://iquilezles.org/articles/gpuconditionals/
|
||||
- https://zhuanlan.zhihu.com/p/122467342
|
||||
|
||||
[TLDR]
|
||||
[TL;DR]
|
||||
Just remember(even for mobile platform):
|
||||
- if() itself is not evil, you CAN use it if you know there is no divergence inside a warp/wavefront, still, it is not free on mobile(that's why shader_feature/multi_compile are still the popular choice to skip things in hlsl).
|
||||
- "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
|
||||
@ -127,6 +127,7 @@ because:
|
||||
the easiest way is to remove the texture read hlsl code using shader permutation.
|
||||
|
||||
But if the code is ALU only(pure calculation/math), 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(_Uniform))
|
||||
- or dynamic branching (try to reduce divergency as much as possible)
|
||||
@ -145,8 +146,8 @@ because:
|
||||
|
||||
[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)
|
||||
|
||||
- https://docs.unity3d.com/2020.3/Documentation/Manual/SL-MultipleProgramVariants.html (Using stage-specific keyword directives)
|
||||
- https://docs.unity3d.com/6000.0/Documentation/Manual/shader-variant-stripping.html#limit-shader-variants-when-you-declare-shader-keywords
|
||||
|
||||
|
||||
The only disadvantage of NOT using _vertex and _fragment suffixes is only compilation time, not build size/memory usage:
|
||||
@ -237,6 +238,8 @@ However, note that at this time it is still clamped to 202329 for 2023.2.9 (as i
|
||||
#if UNITY_VERSION >= 60020000 (= 6.2)
|
||||
Ref: https://discussions.unity.com/t/unity-6-new-naming-convention/942214
|
||||
*/
|
||||
|
||||
// This shader is always forward rendered in "Deferred/Deferred+" Rendering Path, using UniversalForwardOnly pass.
|
||||
Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
{
|
||||
Properties
|
||||
@ -2690,14 +2693,14 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
[Title(_DETAIL, Albedo Map)]
|
||||
[Tooltip((only use rgb channel) (Default linearGrey 0.5))]
|
||||
[Tex(_DETAIL)][NoScaleOffset]_DetailAlbedoMap("Albedo Map", 2D) = "linearGrey" {}
|
||||
[Sub(_DETAIL)]_DetailAlbedoWhitePoint(" WhitePoint", Range(0.01,1)) = 0.5
|
||||
[Sub(_DETAIL)]_DetailAlbedoMapScale(" Scale", Range(0.0, 20)) = 1.0
|
||||
[Sub(_DETAIL)]_DetailAlbedoWhitePoint(" WhitePoint", Range(0.01,1.0)) = 0.5
|
||||
[Sub(_DETAIL)]_DetailAlbedoMapScale(" Scale", Range(0.0, 20.0)) = 1.0 // URP lit.shader expose 0-2, here we expose 0-20
|
||||
|
||||
[Title(_DETAIL, ........................................................................................................................................................................................................................................................................................................................................................................)]
|
||||
|
||||
[Title(_DETAIL, Normal Map)]
|
||||
[Tex(_DETAIL)][NoScaleOffset][Normal]_DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||
[Sub(_DETAIL)]_DetailNormalMapScale(" Scale", Range(0.0, 20)) = 1.0
|
||||
[Sub(_DETAIL)]_DetailNormalMapScale(" Scale", Range(0.0, 20.0)) = 1.0 // URP lit.shader expose 0-2, here we expose 0-20
|
||||
|
||||
[Title(_DETAIL, ........................................................................................................................................................................................................................................................................................................................................................................)]
|
||||
|
||||
@ -3322,7 +3325,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
[Tooltip(Make sure _Smoothness is not 0 in order to see specular result)]
|
||||
[Tooltip(Enable specularReactToLightDirectionChange in NiloToonCharRenderingControlVolume will make specular react to light direction change)]
|
||||
|
||||
[Main(_SPECULARHIGHLIGHTS,_SPECULARHIGHLIGHTS)]_UseSpecular("Specular Highlights", Float) = 0
|
||||
[Main(_SPECULARHIGHLIGHTS,_SPECULARHIGHLIGHTS)]_UseSpecular("Specular Highlights", Float) = 0 // similar to URP Lit.shader's _SpecularHighlights
|
||||
|
||||
[Title(_SPECULARHIGHLIGHTS,Additive or Replace)]
|
||||
[SubToggle(_SPECULARHIGHLIGHTS, _)]_SpecularUseReplaceBlending("Use Replace Blending", Float) = 0
|
||||
@ -3391,6 +3394,29 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
[Tooltip(Select the render faces that you want to show Specular Highlights.)]
|
||||
[SubEnum(_SPECULARHIGHLIGHTS,Both,0,Front,2,Back,1)]_SpecularApplytoFaces("Show in which faces?", Float) = 0
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Glitter (NiloToon)
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
[ShowIf(_UIDisplayMode, GEqual, 100)]
|
||||
[Main(_NILOGLITTER,_NILOGLITTER)]_UseNiloGlitter("Glitter(NiloToon)", Float) = 0
|
||||
|
||||
[Helpbox(Experimental Feature, WIP)]
|
||||
|
||||
[Title(_NILOGLITTER, Color)]
|
||||
[Sub(_NILOGLITTER)]_NiloGlitterIntensity("Intensity", Range(0,100)) = 1
|
||||
[Sub(_NILOGLITTER)][HDR]_NiloGlitterTintColor("Tint Color", Color) = (1,1,1)
|
||||
[Tooltip(Use as tint color or mask of Glitter result)]
|
||||
[Tex(_NILOGLITTER)][NoScaleOffset]_NiloGlitterTintColorTex("Tint Color Map", 2D) = "white" {}
|
||||
[Tooltip(The UV used for sampling Tint Color Map)]
|
||||
[SubEnum(_NILOGLITTER,UV0,0,UV1,1,UV2,2,UV3,3)]_NiloGlitterTintColorTexUVIndex(". UV index", Float) = 0
|
||||
|
||||
[Title(_NILOGLITTER,Shape)]
|
||||
[Sub(_NILOGLITTER)]_NiloGlitterDensity("Density", Range(0,10)) = 1
|
||||
[Sub(_NILOGLITTER)]_NiloGlitterSize("Size", Range(0,10)) = 1
|
||||
[Sub(_NILOGLITTER)]_NiloGlitterRndomNormalStrength("Random Normal", Range(0,1)) = 0.5
|
||||
[Tooltip(The UV used for calculate glitter position, usually UV1 is the best if you Generate Lightmap UVs in fbx)]
|
||||
[SubEnum(_NILOGLITTER,UV0,0,UV1,1,UV2,2,UV3,3)]_NiloGlitterUVIndex("UV index", Float) = 0
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Environment Reflections
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
@ -3398,7 +3424,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
[Tooltip(Display scene Reflection Probe result.)]
|
||||
[Tooltip(If the reflection is black, you can try rebake reflection probe in scene.)]
|
||||
[Tooltip(Usually used for Metal reflection, Glass or Clearcoat.)]
|
||||
[Main(_EnvironmentReflectionGroup,_ENVIRONMENTREFLECTIONS)]_ReceiveEnvironmentReflection("Environment Reflections", Float) = 0
|
||||
[Main(_EnvironmentReflectionGroup,_ENVIRONMENTREFLECTIONS)]_ReceiveEnvironmentReflection("Environment Reflections", Float) = 0 // similar to URP lit.shader's _EnvironmentReflections
|
||||
|
||||
[Helpbox(Display the Reflection Probe of the current scene.)]
|
||||
[Helpbox()]
|
||||
@ -4019,7 +4045,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
|
||||
// dissolve
|
||||
[HideInInspector]_DissolveAmount("_DissolveAmount", Range(0,1)) = 0
|
||||
[HideInInspector]_DissolveMode("_DissolveMode", Integer) = 0 // if C# uses Material.SetInt(), then shader must use Integer instead of Float in shader
|
||||
[HideInInspector]_DissolveMode("_DissolveMode", Integer) = 0 // C# uses material.SetInteger(_DissolveMode,value), we must match with uint here, do not use float! else dissolve may not work at all in Unity2021.3.x
|
||||
[HideInInspector]_DissolveThresholdMap("_DissolveThresholdMap", 2D) = "linearGrey" {}
|
||||
[HideInInspector]_DissolveThresholdMapTilingX("_DissolveThresholdMapTilingX", Float) = 1
|
||||
[HideInInspector]_DissolveThresholdMapTilingY("_DissolveThresholdMapTilingY", Float) = 1
|
||||
@ -4111,6 +4137,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
#pragma shader_feature_local_fragment _ALPHAOVERRIDEMAP
|
||||
#pragma shader_feature_local _ALPHATEST_ON // MotionVector pass need this in vertex shader, so we can't use shader_feature_local_fragment here
|
||||
|
||||
// base map stacking layer can increase alpha, which affects alpha clipping result, so they are required by all passes
|
||||
#pragma shader_feature_local_fragment _BASEMAP_STACKING_LAYER1
|
||||
#pragma shader_feature_local_fragment _BASEMAP_STACKING_LAYER2
|
||||
#pragma shader_feature_local_fragment _BASEMAP_STACKING_LAYER3
|
||||
@ -4226,6 +4253,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
// [copied & modified from Unity6.4 ComplexLit.shader]
|
||||
// -------------------------------------
|
||||
#pragma shader_feature_local _NORMALMAP // need TangentWS from vertex shader also, so shader_feature_local_fragment is not enough
|
||||
#pragma shader_feature_local _PARALLAXMAP // need TangentWS from vertex shader also, so shader_feature_local_fragment is not enough
|
||||
@ -4234,13 +4262,25 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// URP ComplexLit.shader uses _ _DETAIL_MULX2 _DETAIL_SCALED, here we simplify them into a single keyword _DETAIL to reduce variant.
|
||||
#pragma shader_feature_local _DETAIL // need TangentWS from vertex shader also, so shader_feature_local_fragment is not enough
|
||||
|
||||
//#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT // URP Lit shader has this, it is useful for the shader to know depth texture is availiable (For example, auto disable features that rely on depth texture)
|
||||
//#pragma shader_feature_local_fragment _ALPHATEST_ON // extracted to shared HLSL section
|
||||
//#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON // ignored by NiloToon
|
||||
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _EMISSION_ANIM_TINT_RAMPMAP
|
||||
#pragma shader_feature_local_fragment _EMISSION_ANIM_TINT_RAMPMAP // added by NiloToon
|
||||
|
||||
//#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP // ignored by NiloToon
|
||||
|
||||
//#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ignored by NiloToon
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESSMAP
|
||||
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
//#pragma shader_feature_local_fragment _ _CLEARCOAT _CLEARCOATMAP // ignored by NiloToon
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS // URP ComplexLit.shader use _SPECULARHIGHLIGHTS_OFF to save a keyword, here we use an inverted keyword since it is default off
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_TEX_TINT
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS // URP ComplexLit.shader use _ENVIRONMENTREFLECTIONS_OFF to save a keyword, here we use an inverted keyword, here we use an inverted keyword since it is default off
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_TEX_TINT // added by NiloToon
|
||||
#pragma shader_feature_local_fragment _NILOGLITTER
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS // URP ComplexLit.shader use _ENVIRONMENTREFLECTIONS_OFF to save a keyword, here we use an inverted keyword since it is default off
|
||||
//#pragma shader_feature_local_fragment _SPECULAR_SETUP // ignored by NiloToon
|
||||
|
||||
// -------------------------------------
|
||||
// NiloToon keywords (shader_feature)
|
||||
@ -4305,6 +4345,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
// [copied & modified from Unity6.4 ComplexLit.shader]
|
||||
// -------------------------------------
|
||||
// These multi_compile variants are stripped from the build depending on:
|
||||
// 1) Settings in the URP Asset assigned in the GraphicsSettings & QualitySettings at build time
|
||||
@ -4314,13 +4355,12 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// For example, variants with _MAIN_LIGHT_SHADOWS_CASCADE but not _MAIN_LIGHT_SHADOWS are invalid and therefore stripped.
|
||||
// You can read URP's ShaderPreprocessor.cs (which implements interface IPreprocessShaders) to view URP's shader stripping logic
|
||||
|
||||
// [directly copied from Unity6.1 URP17 ComplexLit.shader]
|
||||
#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 _ _LIGHT_LAYERS
|
||||
|
||||
// Starting from 6.1, _FORWARD_PLUS is replaced by _CLUSTER_LIGHT_LOOP
|
||||
// Starting from Unity6.1, _FORWARD_PLUS is replaced by _CLUSTER_LIGHT_LOOP due to adding Deferred+
|
||||
#if UNITY_VERSION >= 60010000
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#elif UNITY_VERSION >= 202220
|
||||
@ -4335,18 +4375,21 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
#endif
|
||||
|
||||
// [Hardcode define _SHADOWS_SOFT base on SHADER_API, instead of multi_compile, in order to reduce shader variant by 50%]
|
||||
// https://docs.unity3d.com/ScriptReference/Rendering.BuiltinShaderDefine.html
|
||||
//#pragma multi_compile_fragment _ _SHADOWS_SOFT // original code
|
||||
#ifndef SHADER_API_MOBILE
|
||||
#define _SHADOWS_SOFT 1
|
||||
#endif
|
||||
|
||||
// not sure if it is worth the compile time & memory, disabled now
|
||||
// not sure if it is worth the compile time & memory, disabled now and rely on dynamic branching
|
||||
//#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
// TODO: not supported now, it may ruin visual style if we included SSAO in lighting, and will double the shader memory usage
|
||||
// TODO: not supported now, but it can be useful to add soft local shadow
|
||||
//#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
|
||||
// TODO: support needed?
|
||||
// Keyword used for Screen Space Global Illumination. (added in Unity6.4)
|
||||
//#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
|
||||
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
|
||||
@ -4364,19 +4407,20 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
//#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
//#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION // TODO: support needed, not lightmap
|
||||
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
//#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // Not worth to support this since it cost 2x shader memory
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: Not worth to support this since it cost 2x shader memory? but mesh lod is introduced, maybe it is time to support it
|
||||
//#pragma multi_compile_fragment _ DEBUG_DISPLAY // NiloToon didn't implement URP's debug display
|
||||
|
||||
// [fog]
|
||||
// In NiloToon, we force dynamic_branch for fog if possible (dynamic_branch fog introduced in Unity6.1),
|
||||
// - https://docs.unity3d.com/6000.2/Documentation/Manual/urp/shader-stripping-fog.html
|
||||
// this trades a little bit GPU performance for cutting 50~75% memory usage and 2x~4x faster build time, which is worth it
|
||||
// this trades a little bit GPU performance for cutting 50~75% memory usage and 2x~4x faster build time, which is well worth it
|
||||
#if UNITY_VERSION >= 60010000
|
||||
#pragma dynamic_branch _ FOG_LINEAR FOG_EXP FOG_EXP2 // NiloToon's choice, no shader variant
|
||||
//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" // URP's original code
|
||||
#pragma dynamic_branch _ FOG_LINEAR FOG_EXP FOG_EXP2 // NiloToon's choice, always no shader variant, not configurable
|
||||
//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" // URP's original code, configurable
|
||||
#else
|
||||
#pragma multi_compile_fog
|
||||
#endif
|
||||
@ -4401,10 +4445,10 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// Includes
|
||||
// -------------------------------------
|
||||
// because this pass is a ForwardLit pass
|
||||
// define "NiloToonForwardLitPass" to inject code into VertexShaderAllWork()
|
||||
// define "NiloToonForwardLitPass" to inject related code
|
||||
#define NiloToonForwardLitPass 1
|
||||
|
||||
// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
|
||||
// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include the shared hlsl
|
||||
#include "NiloToonCharacter_HLSL/NiloToonCharacter_Shared.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
@ -4930,7 +4974,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// Shader Stages
|
||||
// -------------------------------------
|
||||
#pragma vertex VertexShaderAllWork
|
||||
#pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), we do not need rgba color result for shading
|
||||
#pragma fragment BaseColorAlphaClipTest // we only need to do sample alpha and then Clip(), we do not need rgba color result for shading
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
@ -4938,6 +4982,8 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// we need clip() related keywords in this pass, which are already defined inside the HLSLINCLUDE block in SubShader level
|
||||
//#pragma shader_feature_local _ALPHATEST_ON
|
||||
|
||||
//#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ignored by NiloToon
|
||||
|
||||
// -------------------------------------
|
||||
// NiloToon Keywords
|
||||
// -------------------------------------
|
||||
@ -4945,7 +4991,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// doing this can let character cast shadows that looks like "semi-transparent" shadow
|
||||
#pragma multi_compile_local_fragment _ _NILOTOON_DITHER_FADEOUT
|
||||
|
||||
// -------------------------------------
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
// -------------------------------------
|
||||
// to support GPU instancing and Single Pass Stereo rendering(VR), you should add the following section
|
||||
@ -4958,7 +5004,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
// -------------------------------------
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // NilooToon doesn't support
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: NilooToon doesn't support it yet
|
||||
|
||||
// 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
|
||||
@ -4978,7 +5024,109 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
|
||||
// (X)No GBuffer Pass, this shader is designed for Forward/Forward+ lighting only.
|
||||
// Even project is in deferred/deferred+ mode, the actually rendering of this shader is still in Forward/Forward+.
|
||||
// {...}
|
||||
// TODO: we should still write a GBuffer pass, because we need to
|
||||
// Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer data.
|
||||
// Deferred lighting is stenciled out for ComplexLit and rendered as forward.
|
||||
|
||||
// Dummy GBuffer pass for debug, will not work correctly
|
||||
/*
|
||||
Pass
|
||||
{
|
||||
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||
//
|
||||
// Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer data.
|
||||
// Deferred lighting is stenciled out for ComplexLit and rendered as forward.
|
||||
Name "GBuffer"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalGBuffer"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite[_ZWrite]
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
|
||||
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
||||
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
||||
#pragma exclude_renderers gles3 glcore
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex LitGBufferPassVertex
|
||||
#pragma fragment LitGBufferPassFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
//#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
|
||||
// -------------------------------------
|
||||
// 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 _ _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 _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
|
||||
#if UNITY_VERSION >= 60000000
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
// -------------------------------------
|
||||
// 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_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
#if UNITY_VERSION >= 60000000
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||||
#endif
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
|
||||
#if UNITY_VERSION >= 60000000
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
*/
|
||||
|
||||
// [DepthOnly pass]
|
||||
// Used for rendering URP's offscreen depth prepass _CameraDepthTexture (you can search DepthOnlyPass.cs in URP package)
|
||||
@ -5029,10 +5177,12 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// we need clip() related keywords in this pass, which is already defined inside the HLSLINCLUDE block in SubShader level
|
||||
//#pragma shader_feature_local _ALPHATEST_ON
|
||||
|
||||
//#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ignored by NiloToon
|
||||
|
||||
// -------------------------------------
|
||||
// NiloToon Keywords
|
||||
// -------------------------------------
|
||||
#pragma shader_feature_local_vertex _OUTLINEWIDTHMAP
|
||||
//#pragma shader_feature_local_vertex _OUTLINEWIDTHMAP // outline write depth texture feautre removed since NiloToon0.17.10
|
||||
|
||||
// for push back zoffset depth write of face vertices, to hide face depth texture self shadow artifact
|
||||
#pragma shader_feature_local _ISFACE
|
||||
@ -5044,9 +5194,9 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
// -------------------------------------
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // NilooToon doesn't support
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: NilooToon doesn't support it yet
|
||||
|
||||
// -------------------------------------
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
// -------------------------------------
|
||||
// to support GPU instancing and Single Pass Stereo rendering(VR), you should add the following section
|
||||
@ -5059,8 +5209,6 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
// -------------------------------------
|
||||
// because Outline area should write to depth also, define "NiloToonDepthOnlyOrDepthNormalPass" to inject outline related code into VertexShaderAllWork()
|
||||
// if depth write is correct, outline area will process depth of field correctly also.
|
||||
#define NiloToonDepthOnlyOrDepthNormalPass 1
|
||||
|
||||
// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
|
||||
@ -5072,6 +5220,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// [Extra DepthOnly pass for outline]
|
||||
// Note: by default URP will only render the first "DepthOnly" pass inside a SubShader, and ignore all later "DepthOnly" passes, so we can't just add an extra "DepthOnly" pass here
|
||||
// TODO: To render outline pass's depth into URP's _CameraDepthTexture or _CameraNormalsTexture also, we need to rely on a new renderer pass in Unity6 RenderGraph. (Same for DepthNormalsOnly & MotionVectors)
|
||||
// if outline depth write is correct, outline area will process depth of field correctly also.
|
||||
// see https://docs.unity3d.com/6000.0/Documentation/Manual/urp/render-graph-draw-objects-in-a-pass.html
|
||||
/*
|
||||
Pass
|
||||
@ -5152,7 +5301,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
// -------------------------------------
|
||||
// NiloToon Keywords
|
||||
// -------------------------------------
|
||||
#pragma shader_feature_local_vertex _OUTLINEWIDTHMAP
|
||||
//#pragma shader_feature_local_vertex _OUTLINEWIDTHMAP // outline write depth texture feautre removed since NiloToon0.17.10
|
||||
|
||||
// for push back zoffset depth write of face vertices, to hide face depth texture self shadow artifact
|
||||
#pragma shader_feature_local _ISFACE
|
||||
@ -5197,14 +5346,14 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
}
|
||||
|
||||
// (X)No Meta Pass, this shader is designed for dynamic renderer only (not static/not lightmap)
|
||||
// This pass it not used during regular rendering, only for lightmap baking.
|
||||
// {...}
|
||||
|
||||
// (X)No Universal2D Pass, this shader is designed for 3D only
|
||||
// {...}
|
||||
|
||||
// Copy and edited of URP17(Unity6.1)'s ComplexLit.shader's MotionVectors pass
|
||||
// Copy and edited of Unity6.4's ComplexLit.shader's MotionVectors pass
|
||||
// https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/features/motion-vectors.html
|
||||
// TODO: we need to write an additional motion vector pass for "Classic Outline", else DLSS/TAA/STP will have artifact on outline pixels
|
||||
Pass
|
||||
{
|
||||
// [PackageRequirements]
|
||||
@ -5237,8 +5386,8 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
//#pragma shader_feature_local _ALPHATEST_ON // already declared
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // NiloToon doesn't support
|
||||
//#pragma shader_feature_local _ALPHATEST_ON // already declared in shared HLSL section
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: NiloToon doesn't support it yet
|
||||
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
||||
|
||||
#include "NiloToonCharacter_HLSL/NiloToonCharacter_Shared.hlsl"
|
||||
@ -5246,6 +5395,9 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// TODO: we need to write an additional motion vector pass for "Classic Outline", else DLSS/TAA/STP will have artifact on outline pixels
|
||||
// {...}
|
||||
|
||||
// The motion vector pass for XR's space warp
|
||||
Pass
|
||||
{
|
||||
@ -5264,7 +5416,7 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
Tags { "LightMode" = "XRMotionVectors" }
|
||||
ColorMask RGB
|
||||
|
||||
Cull [_Cull] // NiloToon added: _Cull doesn't exist in the offical ComplexLit shader
|
||||
Cull [_Cull] // NiloToon added: _Cull doesn't exist in the offical ComplexLit.shader
|
||||
|
||||
// NiloToon's Stencil removed, due to URP require the special Stencil setting for XR
|
||||
//Stencil {...}
|
||||
@ -5279,12 +5431,12 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
//#pragma shader_feature_local _ALPHATEST_ON // already declared
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // NiloToon doesn't support
|
||||
//#pragma shader_feature_local _ALPHATEST_ON // already declared in shared HLSL section
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: NiloToon doesn't support it yet
|
||||
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
||||
|
||||
#if UNITY_VERSION >= 60010000
|
||||
#define APPLICATION_SPACE_WARP_MOTION 1 // starting from Unity6.1, the 'APLICATION' typo is fixed, now the correct one is 'APPLICATION'. See Unity6.1's ComplexLit.shader's XRMotionVectors pass
|
||||
#define APPLICATION_SPACE_WARP_MOTION 1 // starting from Unity6.1, the 'APLICATION' typo is fixed, now the correct one is 'APPLICATION'. See Unity6.1's ComplexLit.shader's XRMotionVectors pass and compare with Unity6.0's.
|
||||
#else
|
||||
#define APLICATION_SPACE_WARP_MOTION 1 // this is the 'correct' typo (APLICATION) for Unity6.0 version. See Unity6.0's ComplexLit.shader's XRMotionVectors pass
|
||||
#endif
|
||||
@ -5409,6 +5561,9 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Character"
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
//TODO: should we try to fallback to NiloToon(Lite) first before FallbackError? Likely no, we should error immediately to let user see it as early as possible in development.
|
||||
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
||||
CustomEditor "LWGUI.LWGUI"
|
||||
}
|
||||
|
||||
@ -743,7 +743,7 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Lit
|
||||
// Lit (Shadow area & color)
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
half finalShadowArea = selfLightAttenuation * depthDiffShadow * selfShadowMapShadow;
|
||||
@ -816,7 +816,7 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
if(enableDepthTextureRimLightAndShadow)
|
||||
{
|
||||
// make depth tex shadow a little bit darker
|
||||
// because depth tex shadow is similar to contact shadow, shadow caster and receiver position is close, which means shadow is strong (not much indirect light can reach)
|
||||
// because depth tex shadow is similar to contact shadow, shadow caster and receiver position is close, which means shadow/occlusion is strong (not much indirect light can reach)
|
||||
// we want depth tex shadow to have a bit different to self shadow to produce richer shadow, so default * 0.85
|
||||
half3 finalDepthTexShadowTintColor = _DepthTexShadowTintColor * _DepthTexShadowBrightness;
|
||||
#if _ISFACE
|
||||
@ -828,9 +828,11 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
}
|
||||
#if _NILOTOON_RECEIVE_SELF_SHADOW
|
||||
lightColorIndependentLitColor *= lerp(_NiloToonSelfShadowMappingTintColor,1,selfShadowMapShadow);
|
||||
//TODO:... + global non skin + skin tint
|
||||
#endif
|
||||
#if ShouldReceiveURPShadow
|
||||
lightColorIndependentLitColor *= lerp(_URPShadowMappingTintColor,1,light.shadowAttenuation);
|
||||
//TODO:... + global non skin + skin tint
|
||||
#endif
|
||||
|
||||
// global volume -> shadow tint color
|
||||
@ -842,7 +844,7 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
// to reduce (to 25%) but not completely remove add light result if in shadow
|
||||
half inShadow25PercentMul = lerp(lightingData.averageShadowAttenuation,1,0.25);
|
||||
|
||||
// 3D rim light and shadow apply shadow
|
||||
// face 3D rim light and shadow apply shadow
|
||||
#if _ISFACE && _FACE_3D_RIMLIGHT_AND_SHADOW
|
||||
lightColorIndependentLitColor *= face3DShadowTintColor;
|
||||
#endif
|
||||
@ -859,7 +861,7 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
if(_UseGGXDirectSpecular)
|
||||
{
|
||||
// [GGX specular method]
|
||||
half roughness = max(1-saturate(surfaceData.smoothness * _GGXDirectSpecularSmoothnessMultiplier),0.04); // don't let roughness = 0, it will produce bad bloom. Make it minimum 0.04 (atlease HALF_MIN_SQRT, but 0.04 can prevent bad bloom also)
|
||||
half roughness = max(1-saturate(surfaceData.smoothness * _GGXDirectSpecularSmoothnessMultiplier),0.04); // don't let roughness = 0, it will produce bad bloom. Make it minimum 0.04 (at least HALF_MIN_SQRT, but 0.04 can prevent bad bloom also)
|
||||
half F0 = 0.04; // only support non-metal for now, hardcode 0.04 F0
|
||||
|
||||
if(reactToLightDir)
|
||||
@ -937,6 +939,26 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
}
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Glitter
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if _NILOGLITTER
|
||||
half3 glitterLitAdd = 0;
|
||||
|
||||
//-----------------------
|
||||
// NiloToon Glitter
|
||||
half3 niloGlitterResult = NiloGlitter(GetUV(input, _NiloGlitterUVIndex), V, N, L, _NiloGlitterDensity, _NiloGlitterSize, _NiloGlitterIntensity, _NiloGlitterRndomNormalStrength);
|
||||
|
||||
niloGlitterResult *= tex2D(_NiloGlitterTintColorTex, GetUV(input, _NiloGlitterTintColorTexUVIndex)) * _NiloGlitterTintColor;
|
||||
niloGlitterResult *= saturate(light.color);
|
||||
|
||||
glitterLitAdd += niloGlitterResult;
|
||||
|
||||
//-----------------------
|
||||
// lilToon Glitter
|
||||
//glitterLitAdd += lilGlitter(...);
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Kajiya-Kay specular for hair
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
@ -990,6 +1012,10 @@ half4 ShadeMainLight(inout ToonSurfaceData surfaceData, Varyings input, ToonLigh
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if NiloToonForwardLitPass && _NILOGLITTER
|
||||
result += glitterLitAdd;
|
||||
#endif
|
||||
|
||||
#if NiloToonForwardLitPass || NiloToonSelfOutlinePass
|
||||
// (1):
|
||||
// min(2,light.color) to prevent over bright light.color
|
||||
|
||||
@ -51,6 +51,7 @@
|
||||
#define _SKIN_MASK_ON 1
|
||||
#define _SPECULARHIGHLIGHTS 1
|
||||
#define _SPECULARHIGHLIGHTS_TEX_TINT 1
|
||||
#define _NILOGLITTER 1
|
||||
#define _SMOOTHNESSMAP 1
|
||||
#define _FACE_MASK_ON 1
|
||||
#define _ZOFFSETMAP 1
|
||||
|
||||
@ -307,6 +307,9 @@ TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
|
||||
sampler2D _SpecularColorTintMap;
|
||||
#endif
|
||||
#endif
|
||||
#if _NILOGLITTER
|
||||
sampler2D _NiloGlitterTintColorTex;
|
||||
#endif
|
||||
#if _KAJIYAKAY_SPECULAR
|
||||
#if _KAJIYAKAY_SPECULAR_TEX_TINT
|
||||
sampler2D _HairStrandSpecularTintMap;
|
||||
@ -856,6 +859,15 @@ CBUFFER_START(UnityPerMaterial)
|
||||
half _SpecularShowInShadowArea;
|
||||
float _SpecularApplytoFaces;
|
||||
|
||||
// Glitter (NiloToon)
|
||||
float _NiloGlitterIntensity;
|
||||
float _NiloGlitterDensity;
|
||||
float _NiloGlitterSize;
|
||||
float _NiloGlitterRndomNormalStrength;
|
||||
half3 _NiloGlitterTintColor;
|
||||
uint _NiloGlitterUVIndex;
|
||||
uint _NiloGlitterTintColorTexUVIndex;
|
||||
|
||||
// Environment Reflections
|
||||
half _EnvironmentReflectionUsage;
|
||||
half _EnvironmentReflectionShouldApplyToFaceArea;
|
||||
@ -1204,7 +1216,7 @@ CBUFFER_START(UnityPerMaterial)
|
||||
|
||||
// _NILOTOON_DISSOLVE
|
||||
float _DissolveAmount;
|
||||
float _DissolveMode;
|
||||
uint _DissolveMode; // C# uses material.SetInteger(_DissolveMode,value), we must match with uint here, do not use float! else dissolve may not work at all in Unity2021.3.x
|
||||
float _DissolveThresholdMapTilingX;
|
||||
float _DissolveThresholdMapTilingY;
|
||||
float _DissolveNoiseStrength;
|
||||
|
||||
@ -22,6 +22,7 @@ Shader "Hidden/NiloToon/AnimePostProcess"
|
||||
half _TopLightDesaturate;
|
||||
half3 _TopLightTintColor;
|
||||
half3 _TopLightSunTintColor;
|
||||
half _TopLightReceiveMainLightShadow;
|
||||
|
||||
half _BottomDarkenIntensity;
|
||||
|
||||
@ -91,7 +92,7 @@ Shader "Hidden/NiloToon/AnimePostProcess"
|
||||
float skyLightGradient = min(2,(max(0,input.uv.y * 2 - 1)));//linear gradient from top to middle, minmax(0,2) due to "extend y to make roation possible" section added
|
||||
|
||||
// reserved the right most slot for camera (uv.x == 1)
|
||||
half averageShadowSampleValue = tex2Dlod(_NiloToonAverageShadowMapRT, float4(1,0,0,0)).r;
|
||||
half averageShadowSampleValue = lerp(1,tex2Dlod(_NiloToonAverageShadowMapRT, float4(1,0,0,0)).r,_TopLightReceiveMainLightShadow);
|
||||
|
||||
float skyLightIntensity = 1.5 * _TopLightIntensity * averageShadowSampleValue; // for intensity, control this
|
||||
half3 col = skyLightGradient * lightColor * skyLightIntensity;
|
||||
|
||||
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Assets/NiloToonURP/package.json
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Assets/ResourcesData/Background/[공용]포토 스튜디오/Scene/[공용]포토 스튜디오.png
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Assets/ResourcesData/Background/[공용]화이트 호라이즌/[공용]화이트 호라이즌.png
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Assets/ResourcesData/Background/[아이시아]데뷔 콘서트 배경/Scene/[아이시아]데뷔 콘서트 배경.png
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Assets/ResourcesData/Background/[아이시아]데뷔 콘서트 배경/Scene/[아이시아]중간다리 제거 및 분위기 세팅.png
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Assets/ResourcesData/Background/[아이시아]호라이즌 스튜디오/Scene/[아이시아]호라이즌 스튜디오.png
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Assets/ResourcesData/Background/[아이시아]호라이즌 스튜디오/Scene/[아이시아]호라이즌 스튜디오_Pink.png
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Assets/ResourcesData/Background/[아이시아]호라이즌 스튜디오/Scene/[아이시아]호라이즌 스튜디오_Purple.png
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Assets/ResourcesData/Background/[아이시아]호라이즌 스튜디오/Scene/[아이시아]호라이즌 스튜디오_Purple.png
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Assets/ResourcesData/Background/[아이시아]호라이즌 스튜디오/Scene/[아이시아]호라이즌 스튜디오_Purple.unity
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Assets/ResourcesData/Background/[야모]콘서트/무대A.unity
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Assets/ResourcesData/Background/[첸나]방송용 방/Scene/[첸나]방송용 방 밤.unity
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Assets/ResourcesData/Background/[첸나]방송용 방/Scene/[첸나]방송용 방.png
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Assets/ResourcesData/Background/[크로아]교실/Scene/[크로아]교실.png
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Assets/ResourcesData/Background/[크로아]농구장/Scene/[크로아]농구장.png
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