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

83 lines
2.9 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_LINE_CANCELLER
#define INC_UNLIT_WF_UNTOON_LINE_CANCELLER
////////////////////////////
// uniform variable
////////////////////////////
#include "WF_INPUT_UnToon.cginc"
////////////////////////////
// main structure
////////////////////////////
struct appdata {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f_canceller {
float4 vs_vertex : SV_POSITION;
float4 uv_grab : TEXCOORD0;
float3 ws_vertex : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////
// UnToon function
////////////////////////////
#include "WF_UnToon_Function.cginc"
////////////////////////////
// アウトラインキャンセラ用 vertex&fragment shader
////////////////////////////
sampler2D _TL_CANCEL_GRAB_TEXTURE;
v2f_canceller vert_outline_canceller(appdata v) {
v2f_canceller o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f_canceller, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ws_vertex = UnityObjectToWorldPos(v.vertex.xyz);
#ifndef _WF_MAIN_Z_SHIFT
o.vs_vertex = UnityObjectToClipPos(v.vertex); // 通常の ToClipPos を使う
#else
o.vs_vertex = shiftDepthVertex(o.ws_vertex, _WF_MAIN_Z_SHIFT); // Zシフトした値を使う
#endif
o.uv_grab = o.vs_vertex;
o.uv_grab.xy = ComputeGrabScreenPos(o.vs_vertex);
return o;
}
float4 frag_outline_canceller(v2f_canceller i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return tex2Dproj(_TL_CANCEL_GRAB_TEXTURE, UNITY_PROJ_COORD(i.uv_grab));
}
#endif