avatar/Assets/Unlit_WF_ShaderSuite/Shaders/WF_UnToon_DepthOnly.cginc
2022-09-27 20:47:45 -07:00

108 lines
3.3 KiB
HLSL

/*
* 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_DEPTHONLY
#define INC_UNLIT_WF_UNTOON_DEPTHONLY
////////////////////////////
// uniform variable
////////////////////////////
#include "WF_INPUT_UnToon.cginc"
////////////////////////////
// main structure
////////////////////////////
struct appdata {
float4 vertex : POSITION;
#ifdef _VC_ENABLE
float4 vertex_color : COLOR0;
#endif
float2 uv : TEXCOORD0;
float2 uv_lmap : TEXCOORD1;
float3 normal : NORMAL;
#ifdef _NM_ENABLE
float4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f_depth {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
#ifdef _VC_ENABLE
float4 vertex_color : COLOR0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////
// UnToon function
////////////////////////////
#include "WF_UnToon_Function.cginc"
////////////////////////////
// vertex&fragment shader
////////////////////////////
v2f_depth vert_depth(appdata i) {
v2f_depth o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_INITIALIZE_OUTPUT(v2f_depth, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(i.vertex.xyz);
o.uv = TRANSFORM_TEX(i.uv, _MainTex);
#ifdef _VC_ENABLE
o.vertex_color = i.vertex_color;
#endif
return o;
}
float4 frag_depth(v2f_depth i, uint facing: SV_IsFrontFace) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// アルファ計算
#ifdef _AL_ENABLE
float4 color;
float2 uv_main;
// メイン
affectBaseColor(i.uv, facing, uv_main, color);
// 頂点カラー
affectVertexColor(i.vertex_color, color);
// アルファマスク
affectAlphaMask(uv_main, color);
if (color.a < 0.5) {
discard;
return ZERO_VEC4;
}
#endif
return ZERO_VEC4;
}
#endif