// NiloToon Character Fur - Geometry Shader // Shell-based fur generation (based on lilToon implementation) #ifndef NILOTOON_CHARACTER_FUR_GEOMETRY_INCLUDED #define NILOTOON_CHARACTER_FUR_GEOMETRY_INCLUDED //------------------------------------------------------------------------------------------------------------------------------ // Barycentric Interpolation Helper //------------------------------------------------------------------------------------------------------------------------------ float LerpBary(float a, float b, float c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; } float2 LerpBary(float2 a, float2 b, float2 c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; } float3 LerpBary(float3 a, float3 b, float3 c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; } float4 LerpBary(float4 a, float4 b, float4 c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; } //------------------------------------------------------------------------------------------------------------------------------ // Append Single Fur Shell (Base + Tip) //------------------------------------------------------------------------------------------------------------------------------ void AppendFurShell( inout TriangleStream outStream, V2G input[3], float3 furVectors[3], float3 factor, float layerProgress // 0 = base, 1 = outer ) { Varyings output = (Varyings)0; UNITY_TRANSFER_INSTANCE_ID(input[0], output); UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input[0], output); // Interpolate base attributes output.uv = LerpBary(input[0].uv, input[1].uv, input[2].uv, factor); output.normalWS = normalize(LerpBary(input[0].normalWS, input[1].normalWS, input[2].normalWS, factor)); output.tangentWS = LerpBary(input[0].tangentWS, input[1].tangentWS, input[2].tangentWS, factor); output.tangentWS.xyz = normalize(output.tangentWS.xyz); output.fogFactor = LerpBary(input[0].fogFactor, input[1].fogFactor, input[2].fogFactor, factor); // Base position (furLayer = 0) float3 basePositionWS = LerpBary(input[0].positionWS, input[1].positionWS, input[2].positionWS, factor); output.positionWS = basePositionWS; output.positionCS = TransformWorldToHClip(basePositionWS); output.furLayer = 0; // Clipping canceller for near plane #if defined(UNITY_REVERSED_Z) if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0) { output.positionCS.z = output.positionCS.z * 0.0001 + output.positionCS.w * 0.999; } #else if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0) { output.positionCS.z = output.positionCS.z * 0.0001 - output.positionCS.w * 0.999; } #endif outStream.Append(output); // Tip position (furLayer = 1) float3 mixedFurVector = LerpBary(furVectors[0], furVectors[1], furVectors[2], factor); float3 tipPositionWS = basePositionWS + mixedFurVector; output.positionWS = tipPositionWS; output.positionCS = TransformWorldToHClip(tipPositionWS); output.furLayer = layerProgress; // Clipping canceller for near plane #if defined(UNITY_REVERSED_Z) if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0) { output.positionCS.z = output.positionCS.z * 0.0001 + output.positionCS.w * 0.999; } #else if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0) { output.positionCS.z = output.positionCS.z * 0.0001 - output.positionCS.w * 0.999; } #endif outStream.Append(output); } //------------------------------------------------------------------------------------------------------------------------------ // Geometry Shader - Shell Generation // Based on lilToon's fur geometry shader //------------------------------------------------------------------------------------------------------------------------------ [maxvertexcount(40)] void geom_fur(triangle V2G input[3], inout TriangleStream outStream) { UNITY_SETUP_INSTANCE_ID(input[0]); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input[0]); // Get fur vectors for each vertex float3 furVectors[3]; furVectors[0] = input[0].furVector; furVectors[1] = input[1].furVector; furVectors[2] = input[2].furVector; // Apply procedural randomization using vertex IDs (from lilToon) uint3 n0 = (input[0].vertexID * 3 + input[1].vertexID * 1 + input[2].vertexID * 1) * uint3(1597334677U, 3812015801U, 2912667907U); uint3 n1 = (input[0].vertexID * 1 + input[1].vertexID * 3 + input[2].vertexID * 1) * uint3(1597334677U, 3812015801U, 2912667907U); uint3 n2 = (input[0].vertexID * 1 + input[1].vertexID * 1 + input[2].vertexID * 3) * uint3(1597334677U, 3812015801U, 2912667907U); float3 noise0 = normalize(float3(n0) * (2.0 / float(0xffffffffU)) - 1.0); float3 noise1 = normalize(float3(n1) * (2.0 / float(0xffffffffU)) - 1.0); float3 noise2 = normalize(float3(n2) * (2.0 / float(0xffffffffU)) - 1.0); furVectors[0] += noise0 * _FurVector.w * _FurRandomize; furVectors[1] += noise1 * _FurVector.w * _FurRandomize; furVectors[2] += noise2 * _FurVector.w * _FurRandomize; // Generate shells based on layer count // Layer pattern from lilToon: spreads shells across triangle vertices if (_FurLayerNum >= 1) { // 3 shells at each vertex AppendFurShell(outStream, input, furVectors, float3(1.0, 0.0, 0.0), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.0, 1.0, 0.0), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.0, 0.0, 1.0), 1.0); } if (_FurLayerNum >= 2) { // 3 more shells at edge midpoints AppendFurShell(outStream, input, furVectors, float3(0.0, 0.5, 0.5), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.5, 0.0, 0.5), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.5, 0.5, 0.0), 1.0); } if (_FurLayerNum >= 3) { // 6 more shells for dense fur AppendFurShell(outStream, input, furVectors, float3(1.0/6.0, 4.0/6.0, 1.0/6.0), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.0, 0.5, 0.5), 0.8); AppendFurShell(outStream, input, furVectors, float3(1.0/6.0, 1.0/6.0, 4.0/6.0), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.5, 0.0, 0.5), 0.8); AppendFurShell(outStream, input, furVectors, float3(4.0/6.0, 1.0/6.0, 1.0/6.0), 1.0); AppendFurShell(outStream, input, furVectors, float3(0.5, 0.5, 0.0), 0.8); } // Final shell at first vertex to close the strip AppendFurShell(outStream, input, furVectors, float3(1.0, 0.0, 0.0), 1.0); outStream.RestartStrip(); } #endif // NILOTOON_CHARACTER_FUR_GEOMETRY_INCLUDED