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