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/*
* 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_POWERCAP
#define INC_UNLIT_WF_UNTOON_POWERCAP
#include "WF_UnToon.cginc"
////////////////////////////
// Light Matcap Power
////////////////////////////
#ifdef _WF_LEGACY_FEATURE_SWITCH
#define WF_POWERCAP_FUNC(id) \
void affectMatcapColor_##id(float2 matcapVector, float2 uv_main, inout float4 color) { \
if (TGL_ON(_HL_Enable_##id)) { \
float2 matcap_uv = matcapVector.xy * 0.5 + 0.5; \
float3 matcap_color = PICK_MAIN_TEX2D(_HL_MatcapTex_##id, saturate(matcap_uv)).rgb; \
float3 matcap_mask = SAMPLE_MASK_VALUE(_HL_MaskTex_##id, uv_main, _HL_InvMaskVal_##id).rgb; \
float power = _HL_Power_##id * MAX_RGB(matcap_mask); \
float3 matcap_mask_color = matcap_mask * _HL_MatcapColor_##id * 2; \
if (_HL_CapType_##id == 1) { \
matcap_color *= LinearToGammaSpace(matcap_mask_color); \
color.rgb = blendColor_Add(color.rgb, matcap_color, power); \
} else if(_HL_CapType_##id == 2) { \
matcap_color *= LinearToGammaSpace(matcap_mask_color); \
color.rgb = blendColor_Mul(color.rgb, matcap_color, power); \
} else { \
matcap_color -= _HL_MedianColor_##id; \
float3 lighten_color = max(ZERO_VEC3, matcap_color); \
float3 darken_color = min(ZERO_VEC3, matcap_color); \
matcap_color = lerp(darken_color, lighten_color, matcap_mask_color); \
color.rgb = blendColor_Add(color.rgb, matcap_color, power); \
} \
} \
}
#else
#define WF_POWERCAP_FUNC(id) \
void affectMatcapColor_##id(float2 matcapVector, float2 uv_main, inout float4 color) { \
float2 matcap_uv = matcapVector.xy * 0.5 + 0.5; \
float3 matcap_color = PICK_MAIN_TEX2D(_HL_MatcapTex_##id, saturate(matcap_uv)).rgb; \
float3 matcap_mask = SAMPLE_MASK_VALUE(_HL_MaskTex_##id, uv_main, _HL_InvMaskVal_##id).rgb; \
float power = _HL_Power_##id * MAX_RGB(matcap_mask); \
float3 matcap_mask_color = matcap_mask * _HL_MatcapColor_##id * 2; \
if (_HL_CapType_##id == 1) { \
matcap_color *= LinearToGammaSpace(matcap_mask_color); \
color.rgb = blendColor_Add(color.rgb, matcap_color, power); \
} else if(_HL_CapType_##id == 2) { \
matcap_color *= LinearToGammaSpace(matcap_mask_color); \
color.rgb = blendColor_Mul(color.rgb, matcap_color, power); \
} else { \
matcap_color -= _HL_MedianColor_##id; \
float3 lighten_color = max(ZERO_VEC3, matcap_color); \
float3 darken_color = min(ZERO_VEC3, matcap_color); \
matcap_color = lerp(darken_color, lighten_color, matcap_mask_color); \
color.rgb = blendColor_Add(color.rgb, matcap_color, power); \
} \
}
#endif
#define WF_POWERCAP_AFFECT(id) affectMatcapColor_##id(calcMatcapVector(matcapVector, _HL_BlendNormal_##id, _HL_Parallax_##id), i.uv, color)
#ifdef _HL_ENABLE_1
WF_POWERCAP_FUNC(1)
#endif
#ifdef _HL_ENABLE_2
WF_POWERCAP_FUNC(2)
#endif
#ifdef _HL_ENABLE_3
WF_POWERCAP_FUNC(3)
#endif
#ifdef _HL_ENABLE_4
WF_POWERCAP_FUNC(4)
#endif
#ifdef _HL_ENABLE_5
WF_POWERCAP_FUNC(5)
#endif
#ifdef _HL_ENABLE_6
WF_POWERCAP_FUNC(6)
#endif
#ifdef _HL_ENABLE_7
WF_POWERCAP_FUNC(7)
#endif
////////////////////////////
// vertex&fragment shader
////////////////////////////
float4 frag_powercap(v2f i, uint facing: SV_IsFrontFace) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 color;
float2 uv_main;
// メイン
affectBaseColor(i.uv, facing, uv_main, color);
// 頂点カラー
affectVertexColor(i.vertex_color, color);
// アルファマスク適用
affectAlphaMask(uv_main, color);
// BumpMap
float3 ws_normal = i.normal;
float3 ws_bump_normal;
affectBumpNormal(i, uv_main, ws_bump_normal, color);
float3 ws_view_dir = worldSpaceViewPointDir(i.ws_vertex);
float3 ws_camera_dir = worldSpaceCameraDir(i.ws_vertex);
// ビュー空間法線
float3 vs_normal = calcMatcapVector(ws_view_dir, ws_normal);
float3 vs_bump_normal = calcMatcapVector(ws_view_dir, ws_bump_normal);
// カメラとライトの位置関係: -1(逆光) +1(順光)
float angle_light_camera = calcAngleLightCamera(i.ws_vertex, i.ws_light_dir);
float4x4 matcapVector = calcMatcapVectorArray(ws_view_dir, ws_camera_dir, ws_normal, ws_bump_normal);
// Highlight
affectMatcapColor(calcMatcapVector(matcapVector, _HL_BlendNormal, _HL_Parallax), uv_main, color);
#ifdef _HL_ENABLE_1
WF_POWERCAP_AFFECT(1);
#endif
#ifdef _HL_ENABLE_2
WF_POWERCAP_AFFECT(2);
#endif
#ifdef _HL_ENABLE_3
WF_POWERCAP_AFFECT(3);
#endif
#ifdef _HL_ENABLE_4
WF_POWERCAP_AFFECT(4);
#endif
#ifdef _HL_ENABLE_5
WF_POWERCAP_AFFECT(5);
#endif
#ifdef _HL_ENABLE_6
WF_POWERCAP_AFFECT(6);
#endif
#ifdef _HL_ENABLE_7
WF_POWERCAP_AFFECT(7);
#endif
// 階調影
affectToonShade(i, uv_main, ws_normal, ws_bump_normal, angle_light_camera, color);
// リムライト
affectRimLight(i, uv_main, calcMatcapVector(matcapVector, _TR_BlendNormal, 0), angle_light_camera, color);
// Anti-Glare とライト色ブレンドを同時に計算
color.rgb *= i.light_color;
// ToonFog
affectToonFog(i, ws_view_dir, color);
// フレネル
affectFresnelAlpha(i.uv, ws_normal, ws_view_dir, color);
// Alpha は 0-1 にクランプ
color.a = saturate(color.a);
// fog
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
#endif