diff --git a/Assets/Resources/Settings/BackgroundSceneDatabase.asset b/Assets/Resources/Settings/BackgroundSceneDatabase.asset index 9d7fac55a..233068fc2 100644 --- a/Assets/Resources/Settings/BackgroundSceneDatabase.asset +++ b/Assets/Resources/Settings/BackgroundSceneDatabase.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:87daf04c9896d77c06876f173e56275462b9ce9eaa0a3ca609a12c4382ed3e61 -size 13432 +oid sha256:40b115b14283f03dc3a866f4aa4593fa800d266af91465b99f6dab7c42166b57 +size 14393 diff --git a/Assets/Resources/Settings/PropDatabase.asset b/Assets/Resources/Settings/PropDatabase.asset index 5797d0fac..7797d682f 100644 --- a/Assets/Resources/Settings/PropDatabase.asset +++ b/Assets/Resources/Settings/PropDatabase.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8d27b201fcc555f99bcacf830dd1af851df9e78d324e1aa57ebbaaa0fabff0db -size 18208 +oid sha256:b02f91a3e96820db7647405ea6ef155e58a15441b5a5c6bae5ea7e503cbb1550 +size 18615 diff --git a/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Material/Grid.mat b/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Material/Grid.mat index 501136caf..e3b41d93e 100644 --- a/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Material/Grid.mat +++ b/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Material/Grid.mat @@ -11,7 +11,8 @@ Material: m_Shader: {fileID: 4800000, guid: 6dd2533ed522d7547ad0fc9dd62febd0, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: [] + m_ValidKeywords: + - _RECEIVE_NILOTOON_CHAR_SHADOW m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -111,11 +112,13 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _NiloToonCharShadowStrength: 0.5 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueControl: 0 - _QueueOffset: -13 - _Radius: 0.084 + - _ReceiveNiloToonCharShadow: 1 - _ReceiveShadows: 1 - _SampleGI: 0 - _ScreenSpaceOutlineIntensity: 1 diff --git a/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Shader/White Horizon.shader b/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Shader/White Horizon.shader index 184a40d39..d88548a13 100644 --- a/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Shader/White Horizon.shader +++ b/Assets/ResourcesData/Background/[공용]화이트 호라이즌/Shader/White Horizon.shader @@ -30,6 +30,10 @@ Shader "Mingle/Floor/White Horizon" _ScreenSpaceOutlineIntensity("Screen Space Outline Intensity", Range(0,1)) = 1 [HDR]_ScreenSpaceOutlineColor("Screen Space Outline Color", Color) = (1,1,1,1) _ScreenSpaceOutlineWidth("Screen Space Outline Width", Float) = 1 + + // NiloToon Character Self Shadow Receiver (off by default to keep parity with original ASE template) + [Toggle(_RECEIVE_NILOTOON_CHAR_SHADOW)] _ReceiveNiloToonCharShadow("Receive NiloToon Char Shadow", Float) = 0 + _NiloToonCharShadowStrength(" Shadow Strength", Range(0, 1)) = 1.0 } SubShader @@ -75,7 +79,7 @@ Shader "Mingle/Floor/White Horizon" #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_VERSION 19904 - #define ASE_SRP_VERSION 170200 + #define ASE_SRP_VERSION -1 #pragma target 2.0 @@ -102,6 +106,10 @@ Shader "Mingle/Floor/White Horizon" #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP + // NiloToon Character Self Shadow keywords + #pragma shader_feature_local_fragment _RECEIVE_NILOTOON_CHAR_SHADOW + #pragma multi_compile_fragment _ _NILOTOON_RECEIVE_SELF_SHADOW + // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN @@ -216,6 +224,8 @@ Shader "Mingle/Floor/White Horizon" half3 _ScreenSpaceOutlineColor; float _ScreenSpaceOutlineWidth; float _Surface; + // NiloToon Character Self Shadow per-material strength + float _NiloToonCharShadowStrength; /*ase_srp_batcher*/ CBUFFER_END @@ -235,6 +245,56 @@ Shader "Mingle/Floor/White Horizon" half3 _GlobalScreenSpaceOutlineTintColorForEnvi; float _CurrentCameraFOV; + // NiloToon Character Self Shadow uniforms + sampling function + // (mirrors NiloToonEnvironment_LitForwardPass.hlsl. Both keywords required: + // _RECEIVE_NILOTOON_CHAR_SHADOW = per-material toggle, _NILOTOON_RECEIVE_SELF_SHADOW = global runtime keyword set by C# pass.) + #if defined(_RECEIVE_NILOTOON_CHAR_SHADOW) && defined(_NILOTOON_RECEIVE_SELF_SHADOW) + TEXTURE2D(_NiloToonCharSelfShadowMapRT); + SAMPLER_CMP(sampler_NiloToonCharSelfShadowMapRT_LinearClampCompare); + SAMPLER(sampler_NiloToonCharSelfShadowMapRT_Linear_Clamp); + float4x4 _NiloToonSelfShadowWorldToClip; + float4 _NiloToonSelfShadowParam; + float3 _NiloToonSelfShadowLightDirection; + float _GlobalReceiveNiloToonSelfShadowMap; + float _NiloToonSelfShadowRange; + float _NiloToonSelfShadowUseNdotLFix; + + half SampleNiloToonCharSelfShadow(float3 positionWS, float3 normalWS, float linearEyeDepth) + { + float4 positionSelfShadowCS = mul(_NiloToonSelfShadowWorldToClip, float4(positionWS, 1)); + float3 positionSelfShadowNDC = positionSelfShadowCS.xyz; + + float2 shadowMapUV = positionSelfShadowNDC.xy * 0.5 + 0.5; + float ndcZCompareValue = positionSelfShadowNDC.z; + ndcZCompareValue = UNITY_NEAR_CLIP_VALUE < 0 ? ndcZCompareValue * 0.5 + 0.5 : ndcZCompareValue; + + #if UNITY_UV_STARTS_AT_TOP + shadowMapUV.y = 1 - shadowMapUV.y; + #endif + + if(shadowMapUV.x < 0 || shadowMapUV.x > 1 || shadowMapUV.y < 0 || shadowMapUV.y > 1) + return 1; + + float shadowMapRawDepth = SAMPLE_TEXTURE2D_LOD(_NiloToonCharSelfShadowMapRT, + sampler_NiloToonCharSelfShadowMapRT_Linear_Clamp, + shadowMapUV, 0).r; + if(shadowMapRawDepth < 0.0001) + return 1; + + half shadow = SAMPLE_TEXTURE2D_SHADOW(_NiloToonCharSelfShadowMapRT, + sampler_NiloToonCharSelfShadowMapRT_LinearClampCompare, + float3(shadowMapUV, ndcZCompareValue)); + + float fadeTotalDistance = 1.0; + shadow = lerp(shadow, 1, saturate((1.0 / fadeTotalDistance) * (linearEyeDepth - (_NiloToonSelfShadowRange - fadeTotalDistance)))); + + if(_NiloToonSelfShadowUseNdotLFix > 0.5) + shadow *= smoothstep(0.1, 0.2, saturate(dot(normalWS, _NiloToonSelfShadowLightDirection))); + + return shadow; + } + #endif + #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif @@ -450,6 +510,17 @@ Shader "Mingle/Floor/White Horizon" #endif Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, nilotoonShadowMask); + + // NiloToon Character Self Shadow (matches order in NiloToonEnvironment_LitForwardPass.hlsl: applied before shadow border tint) + #if defined(_RECEIVE_NILOTOON_CHAR_SHADOW) && defined(_NILOTOON_RECEIVE_SELF_SHADOW) + { + float linearEyeDepth = abs(mul(UNITY_MATRIX_V, float4(input.positionWS, 1)).z); + half charSelfShadow = SampleNiloToonCharSelfShadow(input.positionWS, inputData.normalWS, linearEyeDepth); + charSelfShadow = lerp(1, charSelfShadow, _NiloToonCharShadowStrength * _GlobalReceiveNiloToonSelfShadowMap); + color.rgb *= charSelfShadow; + } + #endif + float isShadowEdge = 1-abs(mainLight.shadowAttenuation-0.5)*2; color.rgb = lerp(color.rgb, color.rgb * _NiloToonGlobalEnviShadowBorderTintColor.rgb, isShadowEdge * _NiloToonGlobalEnviShadowBorderTintColor.a); @@ -520,7 +591,7 @@ Shader "Mingle/Floor/White Horizon" #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_VERSION 19904 - #define ASE_SRP_VERSION 170200 + #define ASE_SRP_VERSION -1 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW @@ -665,7 +736,7 @@ Shader "Mingle/Floor/White Horizon" #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_VERSION 19904 - #define ASE_SRP_VERSION 170200 + #define ASE_SRP_VERSION -1 #pragma vertex vert @@ -790,7 +861,7 @@ Shader "Mingle/Floor/White Horizon" #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_VERSION 19904 - #define ASE_SRP_VERSION 170200 + #define ASE_SRP_VERSION -1 #pragma vertex vert @@ -953,7 +1024,7 @@ Shader "Mingle/Floor/White Horizon" #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #define ASE_VERSION 19904 - #define ASE_SRP_VERSION 170200 + #define 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