/* * 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_META #define INC_UNLIT_WF_UNTOON_META //////////////////////////// // uniform variable //////////////////////////// #include "WF_INPUT_UnToon.cginc" //////////////////////////// // main structure //////////////////////////// struct appdata { float4 vertex : POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; #ifdef _VC_ENABLE float4 vertex_color : COLOR0; #endif }; struct v2f_meta { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; #ifdef _VC_ENABLE float4 vertex_color : COLOR0; #endif #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD1; float4 lightCoord : TEXCOORD2; #endif }; //////////////////////////// // Unity Meta function //////////////////////////// #include "UnityMetaPass.cginc" //////////////////////////// // vertex&fragment shader //////////////////////////// v2f_meta vert_meta(appdata v) { v2f_meta o; UNITY_INITIALIZE_OUTPUT(v2f_meta, o); o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); o.uv = TRANSFORM_TEX(v.uv0, _MainTex); #ifdef _VC_ENABLE o.vertex_color = v.vertex_color; #endif #ifdef EDITOR_VISUALIZATION if (unity_VisualizationMode == EDITORVIZ_TEXTURE) { o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.uv0.xy, v.uv1.xy, v.uv2.xy, unity_EditorViz_Texture_ST); } else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, UnityObjectToWorldPos(v.vertex)); } #endif return o; } float4 frag_meta(v2f_meta i) : SV_Target { UnityMetaInput o; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); float2 uv_main = TRANSFORM_TEX(i.uv, _MainTex); float4 color = _Color * PICK_MAIN_TEX2D(_MainTex, uv_main); #ifdef _VC_ENABLE color *= lerp(ONE_VEC4, i.vertex_color, _UseVertexColor); #endif // 単色化 color.rgb = max(ZERO_VEC3, lerp(AVE_RGB(color.rgb).xxx, color.rgb, lerp(1, _GI_IndirectChroma, _GI_Enable))); o.Albedo = color.rgb * lerp(1, _GI_IndirectMultiplier, _GI_Enable); o.SpecularColor = o.Albedo; #ifdef _ES_ENABLE #ifdef _WF_LEGACY_FEATURE_SWITCH if (TGL_ON(_ES_Enable)) { #endif float4 es_mask = PICK_SUB_TEX2D(_EmissionMap, _MainTex, uv_main).rgba; float4 es_color = _EmissionColor * es_mask; o.Emission = es_color.rgb * es_color.a * lerp(1, _GI_EmissionMultiplier, _GI_Enable); #ifdef _WF_LEGACY_FEATURE_SWITCH } else { o.Emission = ZERO_VEC3; } #endif #endif #ifdef EDITOR_VISUALIZATION o.VizUV = i.vizUV; o.LightCoord = i.lightCoord; #endif return UnityMetaFragment(o); } float4 frag_meta_black(v2f_meta i) : SV_Target { UnityMetaInput o; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); o.Albedo = ZERO_VEC3; o.SpecularColor = ZERO_VEC3; o.Emission = ZERO_VEC3; #ifdef EDITOR_VISUALIZATION o.VizUV = i.vizUV; o.LightCoord = i.lightCoord; #endif return UnityMetaFragment(o); } #endif