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