108 lines
3.3 KiB
HLSL
108 lines
3.3 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_DEPTHONLY
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#define INC_UNLIT_WF_UNTOON_DEPTHONLY
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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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#ifdef _VC_ENABLE
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float4 vertex_color : COLOR0;
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#endif
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float2 uv : TEXCOORD0;
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float2 uv_lmap : TEXCOORD1;
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float3 normal : NORMAL;
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#ifdef _NM_ENABLE
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float4 tangent : TANGENT;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f_depth {
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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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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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// vertex&fragment shader
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////////////////////////////
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v2f_depth vert_depth(appdata i) {
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v2f_depth o;
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_INITIALIZE_OUTPUT(v2f_depth, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(i.vertex.xyz);
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o.uv = TRANSFORM_TEX(i.uv, _MainTex);
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#ifdef _VC_ENABLE
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o.vertex_color = i.vertex_color;
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#endif
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return o;
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}
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float4 frag_depth(v2f_depth i, uint facing: SV_IsFrontFace) : 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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// アルファ計算
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#ifdef _AL_ENABLE
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float4 color;
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float2 uv_main;
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// メイン
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affectBaseColor(i.uv, facing, uv_main, color);
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// 頂点カラー
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affectVertexColor(i.vertex_color, color);
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// アルファマスク
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affectAlphaMask(uv_main, color);
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if (color.a < 0.5) {
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discard;
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return ZERO_VEC4;
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}
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#endif
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return ZERO_VEC4;
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}
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#endif
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