580 lines
23 KiB
HLSL
580 lines
23 KiB
HLSL
// NiloToon Character Fur - Fragment Shader
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// Full-featured NiloToon style cel shading + Fur specific effects
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#ifndef NILOTOON_CHARACTER_FUR_FRAGMENT_INCLUDED
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#define NILOTOON_CHARACTER_FUR_FRAGMENT_INCLUDED
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//------------------------------------------------------------------------------------------------------------------------------
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// Get Normal from Normal Map
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//------------------------------------------------------------------------------------------------------------------------------
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half3 GetNormalFromMap(float2 uv, float3 normalWS, float4 tangentWS)
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{
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#if defined(_NORMALMAP)
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half4 normalMap = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv);
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half3 normalTS = UnpackNormalWithScale(normalMap, _BumpScale);
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float3 bitangent = cross(normalWS, tangentWS.xyz) * tangentWS.w;
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float3x3 TBN = float3x3(tangentWS.xyz, bitangent, normalWS);
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return normalize(mul(normalTS, TBN));
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#else
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return normalize(normalWS);
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#endif
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Apply Dissolve (NiloToon Style)
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//------------------------------------------------------------------------------------------------------------------------------
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void ApplyDissolve(inout half3 color, float2 uv, float3 positionWS, float4 positionCS)
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{
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#if _NILOTOON_DISSOLVE
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// Matching to NiloToonPerCharacterRenderController.cs's enum DissolveMode
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#define DISSOLVEMODE_UV1 1
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#define DISSOLVEMODE_UV2 2
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#define DISSOLVEMODE_WorldSpaceNoise 3
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#define DISSOLVEMODE_WorldSpaceVerticalUpward 4
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#define DISSOLVEMODE_WorldSpaceVerticalDownward 5
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#define DISSOLVEMODE_ScreenSpaceNoise 6
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#define DISSOLVEMODE_ScreenSpaceVerticalUpward 7
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#define DISSOLVEMODE_ScreenSpaceVerticalDownward 8
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half finalDissolveAmount = _DissolveAmount * _AllowPerCharacterDissolve;
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if(finalDissolveAmount <= 0) return;
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float noiseStrength = _DissolveNoiseStrength * 0.1;
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float2 uvTiling = float2(_DissolveThresholdMapTilingX, _DissolveThresholdMapTilingY);
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half dissolveMapThresholdMapValue = 0;
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if(_DissolveMode == DISSOLVEMODE_UV1)
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{
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float2 dissolveUV = uv * uvTiling;
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dissolveMapThresholdMapValue = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).r;
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}
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else if(_DissolveMode == DISSOLVEMODE_WorldSpaceNoise)
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{
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float2 dissolveUV = positionWS.xz * uvTiling;
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float noise = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).g * noiseStrength;
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dissolveMapThresholdMapValue = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).r + noise;
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}
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else if(_DissolveMode == DISSOLVEMODE_WorldSpaceVerticalUpward)
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{
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float2 dissolveUV = positionWS.xz * uvTiling;
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float noise = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).g * noiseStrength;
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dissolveMapThresholdMapValue = saturate(positionWS.y * 0.1 + noise);
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}
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else if(_DissolveMode == DISSOLVEMODE_WorldSpaceVerticalDownward)
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{
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float2 dissolveUV = positionWS.xz * uvTiling;
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float noise = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).g * noiseStrength;
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dissolveMapThresholdMapValue = saturate((1 - positionWS.y * 0.1) + noise);
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}
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else if(_DissolveMode == DISSOLVEMODE_ScreenSpaceNoise)
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{
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float2 screenUV = positionCS.xy / positionCS.w;
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float2 dissolveUV = screenUV * uvTiling;
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float noise = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).g * noiseStrength;
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dissolveMapThresholdMapValue = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).r + noise;
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}
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else if(_DissolveMode == DISSOLVEMODE_ScreenSpaceVerticalUpward)
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{
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float2 screenUV = positionCS.xy / positionCS.w;
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float2 dissolveUV = screenUV * uvTiling;
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float noise = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).g * noiseStrength;
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dissolveMapThresholdMapValue = saturate(screenUV.y + noise);
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}
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else if(_DissolveMode == DISSOLVEMODE_ScreenSpaceVerticalDownward)
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{
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float2 screenUV = positionCS.xy / positionCS.w;
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float2 dissolveUV = screenUV * uvTiling;
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float noise = SAMPLE_TEXTURE2D(_DissolveThresholdMap, sampler_DissolveThresholdMap, dissolveUV).g * noiseStrength;
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dissolveMapThresholdMapValue = saturate((1 - screenUV.y) + noise);
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}
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half dissolve = dissolveMapThresholdMapValue - finalDissolveAmount;
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// Clip threshold
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clip(dissolve - 0.0001);
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// HDR color tint to "near threshold area"
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color = lerp(color, _DissolveBorderTintColor.rgb, smoothstep(finalDissolveAmount + _DissolveBorderRange, finalDissolveAmount, dissolveMapThresholdMapValue));
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#endif
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Apply Per-Character Color Controls (Tint, Add, Desaturation, Lerp)
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//------------------------------------------------------------------------------------------------------------------------------
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half3 ApplyPerCharacterColorControls(half3 color)
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{
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// Base Color Multiply & Tint
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color *= _PerCharacterBaseColorMultiply;
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color *= _PerCharacterBaseColorTint.rgb;
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// Tint Color
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color *= _PerCharacterTintColor.rgb;
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// Add Color
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color += _PerCharacterAddColor.rgb;
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// Desaturation (matching NiloToonCharacter_Shared.hlsl line 4099)
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color = lerp(color, Luminance(color), _PerCharEffectDesaturatePercentage);
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// Mul Add (already handled above with _PerCharacterTintColor and _PerCharacterAddColor)
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// Replace by Color / Lerp Color (matching NiloToonCharacter_Shared.hlsl line 4105)
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// Uses alpha channel of _PerCharEffectLerpColor as the lerp amount
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color.rgb = lerp(color.rgb, _PerCharEffectLerpColor.rgb, _PerCharEffectLerpColor.a);
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return color;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Apply BaseMap Override (matching NiloToonPerCharacterRenderController)
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// Based on ApplyPostLightingPerCharacterBaseMapOverride from NiloToonCharacter_Shared.hlsl
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//------------------------------------------------------------------------------------------------------------------------------
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half3 ApplyBaseMapOverride(half3 baseColor, float2 uv, float3 positionWS, float4 positionCS)
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{
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// Sample texture with tiling/offset
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float2 overrideUV = uv * _PerCharacterBaseMapOverrideMap_ST.xy + _PerCharacterBaseMapOverrideMap_ST.zw;
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half4 texValue = SAMPLE_TEXTURE2D(_PerCharacterBaseMapOverrideMap, sampler_PerCharacterBaseMapOverrideMap, overrideUV);
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// Apply tint color
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texValue.rgb *= _PerCharacterBaseMapOverrideTintColor;
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// KEY FIX: Multiply alpha by Amount (0-1 range)
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// When Amount is 0, alpha becomes 0, making BlendColor() return baseColor unchanged
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texValue.a *= _PerCharacterBaseMapOverrideAmount;
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// Create RGBA versions for BlendColor function
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half4 originalColorRGBA = half4(baseColor.r, baseColor.g, baseColor.b, 1);
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half4 resultColorRGBA = BlendColor(originalColorRGBA, texValue, _PerCharacterBaseMapOverrideBlendMode);
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// Return only RGB (don't modify alpha)
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return resultColorRGBA.rgb;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Apply Character Area Color Fill
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// Based on NiloToonCharacterAreaColorFillFragmentFunction from NiloToonCharacter.shader
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//------------------------------------------------------------------------------------------------------------------------------
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half3 ApplyCharacterAreaColorFill(half3 color, float2 uv, float3 positionWS, float4 positionCS)
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{
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// Sample texture with tiling/offset
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float2 fillUV = uv * _CharacterAreaColorFillTexture_ST.xy + _CharacterAreaColorFillTexture_ST.zw;
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half4 fillTexSample = SAMPLE_TEXTURE2D(_CharacterAreaColorFillTexture, sampler_CharacterAreaColorFillTexture, fillUV);
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// Apply color tint
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half4 resultColor = _CharacterAreaColorFillColor * fillTexSample;
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// KEY FIX: Multiply alpha by _ShouldRenderCharacterAreaColorFill (acts as enabled flag)
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// When disabled (0), alpha becomes 0, so the color addition has no effect
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// Note: Original shader also multiplies by renderArea, but we don't have prepass buffer in fur shader,
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// so we'll just use the enabled flag
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resultColor.a *= _ShouldRenderCharacterAreaColorFill;
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// Add the color based on alpha (when disabled, alpha is 0 so nothing is added)
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color += resultColor.rgb * resultColor.a;
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return color;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Apply Dither Opacity (screen-space dithering for transparency)
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//------------------------------------------------------------------------------------------------------------------------------
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void ApplyDitherOpacity(float4 positionCS, half opacity)
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{
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if (opacity >= 1.0) return;
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// 4x4 Bayer matrix for dithering
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const float4x4 thresholdMatrix = float4x4(
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1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
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13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
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4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
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16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
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);
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int2 pixelPos = int2(positionCS.xy) % 4;
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float threshold = thresholdMatrix[pixelPos.x][pixelPos.y];
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clip(opacity - threshold);
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Apply All Effects (MatCap, Rim, Emission)
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//------------------------------------------------------------------------------------------------------------------------------
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half3 ApplyEffects(
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half3 color,
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float2 uv,
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float3 normalWS,
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float3 viewDirWS,
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half3 lightColor,
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half furLayer
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)
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{
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// MatCap UV
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float2 matCapUV = GetMatCapUV(normalWS, viewDirWS);
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// MatCap Additive
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#if defined(_MATCAP_ADD)
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half matCapAddMask = SAMPLE_TEXTURE2D(_MatCapAddMask, sampler_MatCapAddMask, uv).r;
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half3 matCapAdd = SAMPLE_TEXTURE2D(_MatCapAddMap, sampler_MatCapAddMap, matCapUV).rgb;
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matCapAdd *= _MatCapAddColor.rgb * _MatCapAddIntensity * matCapAddMask;
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color += matCapAdd;
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#endif
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// MatCap Multiply
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#if defined(_MATCAP_MUL)
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half3 matCapMul = SAMPLE_TEXTURE2D(_MatCapMulMap, sampler_MatCapMulMap, matCapUV).rgb;
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color *= lerp(half3(1, 1, 1), matCapMul, _MatCapMulIntensity);
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#endif
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// Rim Light (General) - not applied to fur shells to avoid double rim
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#if defined(_RIMLIGHT)
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if (furLayer < 0) // Only for base pass
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{
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half NdotV = saturate(dot(normalWS, viewDirWS));
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half rimPower = _RimLightPower;
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half rimIntensity = _RimLightIntensity;
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half3 rimColor = _RimLightColor.rgb;
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// Apply per-character rim light override if enabled
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if (_UsePerCharacterRimLightIntensity > 0.5)
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{
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rimPower = _PerCharacterRimLightSharpnessPower;
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rimIntensity = _PerCharacterRimLightIntensity;
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rimColor = _PerCharacterRimLightColor.rgb;
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}
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half rim = pow(1.0 - NdotV, rimPower);
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color += rim * rimColor * rimIntensity * lightColor;
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}
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#endif
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// Emission
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#if defined(_EMISSION)
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half3 emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb;
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emission *= _EmissionColor.rgb * _EmissionIntensity;
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color += emission;
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#endif
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return color;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Base Pass Fragment Shader
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//------------------------------------------------------------------------------------------------------------------------------
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#if defined(NILOTOON_FUR_BASE_PASS)
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Sample base texture
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half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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half4 color = baseMap * _BaseColor;
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// Alpha cutoff
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clip(color.a - _Cutoff);
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// Apply Dither Fadeout (FIRST - affects visibility)
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#if _NILOTOON_DITHER_FADEOUT
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NiloDoDitherFadeoutClip(input.positionCS.xy, 1.0 - _DitherFadeoutAmount * _AllowPerCharacterDitherFadeout);
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#endif
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// Apply dissolve (after dither fadeout)
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// This will clip pixels and apply border glow
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#if _NILOTOON_DISSOLVE
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ApplyDissolve(color.rgb, input.uv, input.positionWS, input.positionCS);
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#endif
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// Get normal (with normal map if enabled)
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float3 normalWS = GetNormalFromMap(input.uv, input.normalWS, input.tangentWS);
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// Get view direction
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float3 viewDirWS = GetWorldSpaceViewDirSafe(input.positionWS);
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// Get main light with NiloToon override support
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Light mainLight = GetMainLightWithNiloToonOverride();
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// Try to get shadow attenuation if shadow coord is valid
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half shadowAttenuation = 1.0;
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#if defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN)
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shadowAttenuation = MainLightRealtimeShadow(input.shadowCoord);
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#endif
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mainLight.shadowAttenuation = shadowAttenuation;
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// Occlusion
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half occlusion = 1.0;
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#if defined(_OCCLUSIONMAP)
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occlusion = lerp(1.0, SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, input.uv).r, _OcclusionStrength);
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#endif
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// Apply BaseMap Override (before shading)
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color.rgb = ApplyBaseMapOverride(color.rgb, input.uv, input.positionWS, input.positionCS);
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// Apply NiloToon cel shading
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color.rgb = ApplyNiloToonCelShading(
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color.rgb,
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mainLight.color,
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mainLight.direction,
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normalWS,
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viewDirWS,
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shadowAttenuation,
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occlusion
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);
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// Apply additional effects
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color.rgb = ApplyEffects(color.rgb, input.uv, normalWS, viewDirWS, mainLight.color, input.furLayer);
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// Apply per-character color controls
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color.rgb = ApplyPerCharacterColorControls(color.rgb);
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// Apply character area color fill
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color.rgb = ApplyCharacterAreaColorFill(color.rgb, input.uv, input.positionWS, input.positionCS);
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// Apply dither opacity
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ApplyDitherOpacity(input.positionCS, _DitherOpacity);
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// Apply fog
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color.rgb = MixFog(color.rgb, input.fogFactor);
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return color;
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}
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#endif
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//------------------------------------------------------------------------------------------------------------------------------
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// Fur Shell Pass Fragment Shader
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//------------------------------------------------------------------------------------------------------------------------------
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#if defined(NILOTOON_FUR_SHELL_PASS)
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// MRT output structure for simultaneous color + prepass buffer rendering
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struct FurMRTOutput
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{
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half4 color : SV_Target0; // Main color buffer
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half4 prepass : SV_Target1; // PrepassBuffer (character mask)
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};
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// Internal function to compute fur color (shared between standard and MRT versions)
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half4 ComputeFurColor(Varyings input, out half furAlpha)
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Sample base texture
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half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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half4 color = baseMap * _BaseColor;
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// Get main light with NiloToon override support
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Light mainLight = GetMainLightWithNiloToonOverride();
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half3 lightColor = mainLight.color;
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half3 lightDir = mainLight.direction;
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// Sample fur noise mask for alpha (default white = full fur)
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float2 furNoiseUV = input.uv * _FurNoiseMask_ST.xy + _FurNoiseMask_ST.zw;
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half furNoise = SAMPLE_TEXTURE2D(_FurNoiseMask, sampler_FurNoiseMask, furNoiseUV).r;
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// Sample fur mask (where fur appears, default white = everywhere)
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float2 furMaskUV = input.uv * _FurMask_ST.xy + _FurMask_ST.zw;
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half furMask = SAMPLE_TEXTURE2D(_FurMask, sampler_FurMask, furMaskUV).r;
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// furLayer: 0 = root/base, 1 = tip
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half furLayer = saturate(input.furLayer);
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// Calculate fur alpha using lilToon-style non-linear curve
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// This creates natural-looking fur tips instead of obvious hair cards
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// furLayerShift with root offset adjustment (lilToon style)
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// _FurRootOffset range is -1 to 0: -1 = hide roots completely, 0 = show all
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half furLayerShift = furLayer - furLayer * _FurRootOffset + _FurRootOffset;
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half furLayerAbs = abs(furLayerShift);
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// Non-linear alpha curve: creates sharp tip cutoff
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// Using cubic falloff for natural-looking fur tips
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furAlpha = saturate(furNoise - furLayerShift * furLayerAbs * furLayerAbs * furLayerAbs + 0.25);
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// Apply fur mask
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furAlpha *= furMask;
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// Minimum alpha threshold
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clip(furAlpha - 0.05);
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// Apply Dither Fadeout (FIRST - affects visibility)
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#if _NILOTOON_DITHER_FADEOUT
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NiloDoDitherFadeoutClip(input.positionCS.xy, 1.0 - _DitherFadeoutAmount * _AllowPerCharacterDitherFadeout);
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#endif
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// Apply dissolve (after dither fadeout)
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// This will clip pixels and apply border glow
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#if _NILOTOON_DISSOLVE
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ApplyDissolve(color.rgb, input.uv, input.positionWS, input.positionCS);
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#endif
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// Apply BaseMap Override (before shading)
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color.rgb = ApplyBaseMapOverride(color.rgb, input.uv, input.positionWS, input.positionCS);
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// Get normal (with normal map if enabled)
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float3 normalWS = GetNormalFromMap(input.uv, input.normalWS, input.tangentWS);
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// Get view direction
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float3 viewDirWS = GetWorldSpaceViewDirSafe(input.positionWS);
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// Occlusion
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half occlusion = 1.0;
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#if defined(_OCCLUSIONMAP)
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occlusion = lerp(1.0, SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, input.uv).r, _OcclusionStrength);
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#endif
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// Cel shading
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half NdotL = dot(normalWS, lightDir);
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half halfLambert = NdotL * 0.5 + 0.5;
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half celShadeResult = smoothstep(
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_CelShadeMidPoint + 0.5 - _CelShadeSoftness,
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_CelShadeMidPoint + 0.5 + _CelShadeSoftness,
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halfLambert
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);
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celShadeResult *= occlusion;
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#if defined(_SHADOW_COLOR)
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// Apply HSV adjustment to shadow
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half3 shadowAlbedo = ApplyHSVChange(
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color.rgb,
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_ShadowHueShift,
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_ShadowSaturationBoost,
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_ShadowValueMultiplier
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);
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shadowAlbedo *= _ShadowColor.rgb * _ShadowBrightness;
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color.rgb = lerp(shadowAlbedo, color.rgb, celShadeResult);
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#else
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color.rgb = lerp(color.rgb * 0.5, color.rgb, celShadeResult);
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#endif
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// Apply light color
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color.rgb *= lightColor;
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// Apply fur ambient occlusion (lilToon style)
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// Uses fwidth to reduce aliasing at layer boundaries
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half furAOFactor = _FurAO * saturate(1.0 - fwidth(input.furLayer));
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color.rgb *= furLayer * furAOFactor * 2.0 + 1.0 - furAOFactor;
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|
|
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// Apply fur rim lighting
|
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half NdotV = abs(dot(normalWS, viewDirWS));
|
|
half rimFresnel = pow(saturate(1.0 - NdotV), _FurRimFresnelPower);
|
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half antiLightFactor = lerp(1.0, 1.0 - Grayscale(lightColor), _FurRimAntiLight);
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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)
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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 per-character color controls
|
|
color.rgb = ApplyPerCharacterColorControls(color.rgb);
|
|
|
|
// Apply character area color fill
|
|
color.rgb = ApplyCharacterAreaColorFill(color.rgb, input.uv, input.positionWS, input.positionCS);
|
|
|
|
// Apply dither opacity
|
|
ApplyDitherOpacity(input.positionCS, _DitherOpacity);
|
|
|
|
// 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);
|
|
|
|
// Apply Dither Fadeout (mask pass must also respect dither fadeout)
|
|
#if _NILOTOON_DITHER_FADEOUT
|
|
NiloDoDitherFadeoutClip(input.positionCS.xy, 1.0 - _DitherFadeoutAmount * _AllowPerCharacterDitherFadeout);
|
|
#endif
|
|
|
|
// Apply dissolve clipping (mask pass must also respect dissolve)
|
|
#if _NILOTOON_DISSOLVE
|
|
half3 dummyColor = half3(1, 1, 1);
|
|
ApplyDissolve(dummyColor, input.uv, input.positionWS, float4(0, 0, 0, 1));
|
|
#endif
|
|
|
|
// 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
|