// 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; float4 basePositionCS_BeforePerspective = TransformWorldToHClip(basePositionWS); output.furLayer = 0; // Apply Perspective Removal to base float4 basePositionCS_AfterPerspective = NiloDoPerspectiveRemoval( basePositionCS_BeforePerspective, basePositionWS, _NiloToonGlobalPerCharHeadBonePosWSArray[_CharacterID], _PerspectiveRemovalRadius, _PerspectiveRemovalAmount, _PerspectiveRemovalStartHeight, _PerspectiveRemovalEndHeight ); output.positionCS = basePositionCS_AfterPerspective; // Apply per-character Z offset if (_PerCharacterZOffset != 0) { output.positionCS.z += _PerCharacterZOffset * output.positionCS.w; } outStream.Append(output); // Tip position (furLayer = 1) // CRITICAL FIX: Transform fur vector to clip space using the SAME perspective removal parameters as base // Get the interpolated fur vector in world space float3 mixedFurVector = LerpBary(furVectors[0], furVectors[1], furVectors[2], factor); // Calculate tip in world space (for lighting and shading) float3 tipPositionWS = basePositionWS + mixedFurVector; output.positionWS = tipPositionWS; // Transform fur vector to clip space by transforming both endpoints // IMPORTANT: Don't apply perspective removal to tip separately! // Instead, transform the fur vector in clip space relative to the base // Convert the fur vector direction to clip space // We approximate this by transforming a point at base + furVector float4 furVectorEndCS_BeforePerspective = TransformWorldToHClip(tipPositionWS); // Calculate the fur vector in clip space BEFORE perspective removal float4 furVectorCS_BeforePerspective = furVectorEndCS_BeforePerspective - basePositionCS_BeforePerspective; // Apply the same perspective removal transformation to the fur vector as we did to the base // This maintains the correct relative offset in perspective-removed space // The key insight: we want to preserve the fur direction/length relative to the base's transformation // Transform the fur vector's XY component using the base's perspective removal scale // Perspective removal formula: newXY = lerp(originalXY, originalXY * w / centerPosVSz, amount) // For the fur vector, we need to apply the same scale change float3 centerPosWS = _NiloToonGlobalPerCharHeadBonePosWSArray[_CharacterID]; float centerPosVSz = mul(UNITY_MATRIX_V, float4(centerPosWS,1)).z; // Calculate perspective removal amount for base position float perspectiveRemovalAreaSphere = saturate(_PerspectiveRemovalRadius - distance(basePositionWS, centerPosWS) / _PerspectiveRemovalRadius); float perspectiveRemovalAreaWorldHeight = saturate(invLerp(_PerspectiveRemovalStartHeight, _PerspectiveRemovalEndHeight, basePositionWS.y)); float perspectiveRemovalFinalAmount = _PerspectiveRemovalAmount * perspectiveRemovalAreaSphere * perspectiveRemovalAreaWorldHeight; // Apply perspective removal scale to fur vector // The scale factor is: lerp(1, w / centerPosVSz, amount) float basePerspectiveScale = lerp(1.0, abs(basePositionCS_BeforePerspective.w) * rcp(abs(centerPosVSz)), perspectiveRemovalFinalAmount); // Scale the fur vector's XY by the same factor float2 furVectorCS_XY = furVectorCS_BeforePerspective.xy * basePerspectiveScale; // Construct the final tip position in clip space output.positionCS = basePositionCS_AfterPerspective; output.positionCS.xy += furVectorCS_XY; output.positionCS.z = furVectorEndCS_BeforePerspective.z; // Keep original Z depth for tip output.positionCS.w = furVectorEndCS_BeforePerspective.w; // Keep original W for tip output.furLayer = layerProgress; // Apply per-character Z offset if (_PerCharacterZOffset != 0) { output.positionCS.z += _PerCharacterZOffset * output.positionCS.w; } 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