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

142 lines
4.6 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_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