/* * The MIT License * * Copyright 2018-2021 whiteflare. * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef INC_UNLIT_WF_UNTOON_LINE_CANCELLER #define INC_UNLIT_WF_UNTOON_LINE_CANCELLER //////////////////////////// // uniform variable //////////////////////////// #include "WF_INPUT_UnToon.cginc" //////////////////////////// // main structure //////////////////////////// struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f_canceller { float4 vs_vertex : SV_POSITION; float4 uv_grab : TEXCOORD0; float3 ws_vertex : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; //////////////////////////// // UnToon function //////////////////////////// #include "WF_UnToon_Function.cginc" //////////////////////////// // アウトラインキャンセラ用 vertex&fragment shader //////////////////////////// sampler2D _TL_CANCEL_GRAB_TEXTURE; v2f_canceller vert_outline_canceller(appdata v) { v2f_canceller o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f_canceller, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz); #ifndef _WF_MAIN_Z_SHIFT o.vs_vertex = UnityObjectToClipPos(v.vertex); // 通常の ToClipPos を使う #else o.vs_vertex = shiftDepthVertex(o.ws_vertex, _WF_MAIN_Z_SHIFT); // Zシフトした値を使う #endif o.uv_grab = o.vs_vertex; o.uv_grab.xy = ComputeGrabScreenPos(o.vs_vertex); return o; } float4 frag_outline_canceller(v2f_canceller i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return tex2Dproj(_TL_CANCEL_GRAB_TEXTURE, UNITY_PROJ_COORD(i.uv_grab)); } #endif