// NiloToon Character Fur - Fragment Shader // Full-featured NiloToon style cel shading + Fur specific effects #ifndef NILOTOON_CHARACTER_FUR_FRAGMENT_INCLUDED #define NILOTOON_CHARACTER_FUR_FRAGMENT_INCLUDED //------------------------------------------------------------------------------------------------------------------------------ // Get Normal from Normal Map //------------------------------------------------------------------------------------------------------------------------------ half3 GetNormalFromMap(float2 uv, float3 normalWS, float4 tangentWS) { #if defined(_NORMALMAP) half4 normalMap = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv); half3 normalTS = UnpackNormalWithScale(normalMap, _BumpScale); float3 bitangent = cross(normalWS, tangentWS.xyz) * tangentWS.w; float3x3 TBN = float3x3(tangentWS.xyz, bitangent, normalWS); return normalize(mul(normalTS, TBN)); #else return normalize(normalWS); #endif } //------------------------------------------------------------------------------------------------------------------------------ // Apply All Effects (MatCap, Rim, Emission) //------------------------------------------------------------------------------------------------------------------------------ half3 ApplyEffects( half3 color, float2 uv, float3 normalWS, float3 viewDirWS, half3 lightColor, half furLayer ) { // MatCap UV float2 matCapUV = GetMatCapUV(normalWS, viewDirWS); // MatCap Additive #if defined(_MATCAP_ADD) half matCapAddMask = SAMPLE_TEXTURE2D(_MatCapAddMask, sampler_MatCapAddMask, uv).r; half3 matCapAdd = SAMPLE_TEXTURE2D(_MatCapAddMap, sampler_MatCapAddMap, matCapUV).rgb; matCapAdd *= _MatCapAddColor.rgb * _MatCapAddIntensity * matCapAddMask; color += matCapAdd; #endif // MatCap Multiply #if defined(_MATCAP_MUL) half3 matCapMul = SAMPLE_TEXTURE2D(_MatCapMulMap, sampler_MatCapMulMap, matCapUV).rgb; color *= lerp(half3(1, 1, 1), matCapMul, _MatCapMulIntensity); #endif // Rim Light (General) - not applied to fur shells to avoid double rim #if defined(_RIMLIGHT) if (furLayer < 0) // Only for base pass { half NdotV = saturate(dot(normalWS, viewDirWS)); half rim = pow(1.0 - NdotV, _RimLightPower); color += rim * _RimLightColor.rgb * _RimLightIntensity * lightColor; } #endif // Emission #if defined(_EMISSION) half3 emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb; emission *= _EmissionColor.rgb * _EmissionIntensity; color += emission; #endif return color; } //------------------------------------------------------------------------------------------------------------------------------ // Base Pass Fragment Shader //------------------------------------------------------------------------------------------------------------------------------ #if defined(NILOTOON_FUR_BASE_PASS) half4 frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Sample base texture half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); half4 color = baseMap * _BaseColor; // Alpha cutoff clip(color.a - _Cutoff); // Get normal (with normal map if enabled) float3 normalWS = GetNormalFromMap(input.uv, input.normalWS, input.tangentWS); // Get view direction float3 viewDirWS = GetWorldSpaceViewDirSafe(input.positionWS); // Get main light with NiloToon override support Light mainLight = GetMainLightWithNiloToonOverride(); // Try to get shadow attenuation if shadow coord is valid half shadowAttenuation = 1.0; #if defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN) shadowAttenuation = MainLightRealtimeShadow(input.shadowCoord); #endif mainLight.shadowAttenuation = shadowAttenuation; // Occlusion half occlusion = 1.0; #if defined(_OCCLUSIONMAP) occlusion = lerp(1.0, SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, input.uv).r, _OcclusionStrength); #endif // Apply NiloToon cel shading color.rgb = ApplyNiloToonCelShading( color.rgb, mainLight.color, mainLight.direction, normalWS, viewDirWS, shadowAttenuation, occlusion ); // Apply additional effects color.rgb = ApplyEffects(color.rgb, input.uv, normalWS, viewDirWS, mainLight.color, input.furLayer); // Apply fog color.rgb = MixFog(color.rgb, input.fogFactor); return color; } #endif //------------------------------------------------------------------------------------------------------------------------------ // Fur Shell Pass Fragment Shader //------------------------------------------------------------------------------------------------------------------------------ #if defined(NILOTOON_FUR_SHELL_PASS) // MRT output structure for simultaneous color + prepass buffer rendering struct FurMRTOutput { half4 color : SV_Target0; // Main color buffer half4 prepass : SV_Target1; // PrepassBuffer (character mask) }; // Internal function to compute fur color (shared between standard and MRT versions) half4 ComputeFurColor(Varyings input, out half furAlpha) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Sample base texture half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); half4 color = baseMap * _BaseColor; // Get main light with NiloToon override support Light mainLight = GetMainLightWithNiloToonOverride(); half3 lightColor = mainLight.color; half3 lightDir = mainLight.direction; // Sample fur noise mask for alpha (default white = full fur) float2 furNoiseUV = input.uv * _FurNoiseMask_ST.xy + _FurNoiseMask_ST.zw; half furNoise = SAMPLE_TEXTURE2D(_FurNoiseMask, sampler_FurNoiseMask, furNoiseUV).r; // Sample fur mask (where fur appears, default white = everywhere) float2 furMaskUV = input.uv * _FurMask_ST.xy + _FurMask_ST.zw; half furMask = SAMPLE_TEXTURE2D(_FurMask, sampler_FurMask, furMaskUV).r; // furLayer: 0 = root/base, 1 = tip half furLayer = saturate(input.furLayer); // Calculate fur alpha using lilToon-style non-linear curve // This creates natural-looking fur tips instead of obvious hair cards // furLayerShift with root offset adjustment (lilToon style) // _FurRootOffset range is -1 to 0: -1 = hide roots completely, 0 = show all half furLayerShift = furLayer - furLayer * _FurRootOffset + _FurRootOffset; half furLayerAbs = abs(furLayerShift); // Non-linear alpha curve: creates sharp tip cutoff // Using cubic falloff for natural-looking fur tips furAlpha = saturate(furNoise - furLayerShift * furLayerAbs * furLayerAbs * furLayerAbs + 0.25); // Apply fur mask furAlpha *= furMask; // Minimum alpha threshold clip(furAlpha - 0.05); // Get normal (with normal map if enabled) float3 normalWS = GetNormalFromMap(input.uv, input.normalWS, input.tangentWS); // Get view direction float3 viewDirWS = GetWorldSpaceViewDirSafe(input.positionWS); // Occlusion half occlusion = 1.0; #if defined(_OCCLUSIONMAP) occlusion = lerp(1.0, SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, input.uv).r, _OcclusionStrength); #endif // Cel shading half NdotL = dot(normalWS, lightDir); half halfLambert = NdotL * 0.5 + 0.5; half celShadeResult = smoothstep( _CelShadeMidPoint + 0.5 - _CelShadeSoftness, _CelShadeMidPoint + 0.5 + _CelShadeSoftness, halfLambert ); celShadeResult *= occlusion; #if defined(_SHADOW_COLOR) // Apply HSV adjustment to shadow half3 shadowAlbedo = ApplyHSVChange( color.rgb, _ShadowHueShift, _ShadowSaturationBoost, _ShadowValueMultiplier ); shadowAlbedo *= _ShadowColor.rgb * _ShadowBrightness; color.rgb = lerp(shadowAlbedo, color.rgb, celShadeResult); #else color.rgb = lerp(color.rgb * 0.5, color.rgb, celShadeResult); #endif // Apply light color color.rgb *= lightColor; // Apply fur ambient occlusion (lilToon style) // Uses fwidth to reduce aliasing at layer boundaries half furAOFactor = _FurAO * saturate(1.0 - fwidth(input.furLayer)); color.rgb *= furLayer * furAOFactor * 2.0 + 1.0 - furAOFactor; // Apply fur rim lighting half NdotV = abs(dot(normalWS, viewDirWS)); half rimFresnel = pow(saturate(1.0 - NdotV), _FurRimFresnelPower); half antiLightFactor = lerp(1.0, 1.0 - Grayscale(lightColor), _FurRimAntiLight); half3 rimColor = furLayer * rimFresnel * antiLightFactor * _FurRimColor.rgb; color.rgb += rimColor; // Apply additional effects (MatCap, Emission) // MatCap UV float2 matCapUV = GetMatCapUV(normalWS, viewDirWS); #if defined(_MATCAP_ADD) half matCapAddMask = SAMPLE_TEXTURE2D(_MatCapAddMask, sampler_MatCapAddMask, input.uv).r; half3 matCapAdd = SAMPLE_TEXTURE2D(_MatCapAddMap, sampler_MatCapAddMap, matCapUV).rgb; matCapAdd *= _MatCapAddColor.rgb * _MatCapAddIntensity * matCapAddMask * (1.0 - furLayer * 0.5); color.rgb += matCapAdd; #endif #if defined(_MATCAP_MUL) half3 matCapMul = SAMPLE_TEXTURE2D(_MatCapMulMap, sampler_MatCapMulMap, matCapUV).rgb; color.rgb *= lerp(half3(1, 1, 1), matCapMul, _MatCapMulIntensity * (1.0 - furLayer * 0.5)); #endif #if defined(_EMISSION) half3 emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, input.uv).rgb; emission *= _EmissionColor.rgb * _EmissionIntensity * (1.0 - furLayer * 0.5); color.rgb += emission; #endif // Apply fog color.rgb = MixFog(color.rgb, input.fogFactor); // Final alpha color.a = furAlpha; return color; } // Standard single render target version half4 frag_fur(Varyings input) : SV_Target { half furAlpha; return ComputeFurColor(input, furAlpha); } // MRT version: outputs to both color buffer and Fur Mask buffer simultaneously // This creates the jagged mask effect where only actual rendered fur pixels are marked FurMRTOutput frag_fur_mrt(Varyings input) { FurMRTOutput output; half furAlpha; output.color = ComputeFurColor(input, furAlpha); // Write to Fur Mask Buffer (_NiloToonFurMaskTex): // Write white (1,1,1,1) where fur pixels are rendered // This creates a mask that shows exactly where fur is visible output.prepass = half4(1, 1, 1, 1); return output; } // Mask-only version: outputs to PrepassBuffer format // R: face (not used by fur), G: character area (fur adds here), B: fur area only // Used for two-pass approach (more compatible than MRT) half4 frag_fur_mask(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Sample fur noise mask for alpha (default white = full fur) float2 furNoiseUV = input.uv * _FurNoiseMask_ST.xy + _FurNoiseMask_ST.zw; half furNoise = SAMPLE_TEXTURE2D(_FurNoiseMask, sampler_FurNoiseMask, furNoiseUV).r; // Sample fur mask (where fur appears, default white = everywhere) float2 furMaskUV = input.uv * _FurMask_ST.xy + _FurMask_ST.zw; half furMask = SAMPLE_TEXTURE2D(_FurMask, sampler_FurMask, furMaskUV).r; // furLayer: 0 = root/base, 1 = tip half furLayer = saturate(input.furLayer); // Calculate fur alpha using lilToon-style non-linear curve half furLayerShift = furLayer - furLayer * _FurRootOffset + _FurRootOffset; half furLayerAbs = abs(furLayerShift); half furAlpha = saturate(furNoise - furLayerShift * furLayerAbs * furLayerAbs * furLayerAbs + 0.25); // Apply fur mask furAlpha *= furMask; // Clip pixels that don't pass threshold (same as main fur rendering) clip(furAlpha - 0.05); // Output to PrepassBuffer format: // G channel = character visible area (unified mask for face, body, and fur) // All character areas use G channel for consistent masking return half4(0, 1, 0, 0); } #endif #endif // NILOTOON_CHARACTER_FUR_FRAGMENT_INCLUDED