// 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 // 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 float DITHER_THRESHOLDS[16] = { 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 }; uint index = (uint(SV_POSITIONxy.x) % 4) * 4 + uint(SV_POSITIONxy.y) % 4; clip(ditherOpacity - DITHER_THRESHOLDS[index]); } */ // 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) { // 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; // Bitshift is semantically clearer (x * 4 = x << 2) float threshold; int index = (x << 2) | y; // 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; else if (index == 3) threshold = 11.0 / 17.0; else if (index == 4) threshold = 13.0 / 17.0; else if (index == 5) threshold = 5.0 / 17.0; else if (index == 6) threshold = 15.0 / 17.0; else if (index == 7) threshold = 7.0 / 17.0; else if (index == 8) threshold = 4.0 / 17.0; else if (index == 9) threshold = 12.0 / 17.0; else if (index == 10) threshold = 2.0 / 17.0; else if (index == 11) threshold = 10.0 / 17.0; else if (index == 12) threshold = 16.0 / 17.0; else if (index == 13) threshold = 8.0 / 17.0; else if (index == 14) threshold = 14.0 / 17.0; else threshold = 6.0 / 17.0; clip(ditherOpacity - threshold); }