HoloprojStreaming/Assets/lilToon/Shader/Includes/lil_common_vert_fur.hlsl

455 lines
22 KiB
HLSL

#ifndef LIL_VERTEX_FUR_INCLUDED
#define LIL_VERTEX_FUR_INCLUDED
#if !defined(LIL_CUSTOM_VERT_COPY)
#define LIL_CUSTOM_VERT_COPY
#endif
void lilCustomVertexOS(inout appdata input, inout float2 uvMain, inout float4 positionOS)
{
#if defined(LIL_CUSTOM_VERTEX_OS)
LIL_CUSTOM_VERTEX_OS
#endif
}
void lilCustomVertexOS(inout appdata input, inout float2 uvMain, inout float3 positionOS)
{
float4 positionOS4 = float4(positionOS, 1.0);
lilCustomVertexOS(input, uvMain, positionOS4);
positionOS = positionOS4.xyz;
}
void lilCustomVertexWS(inout appdata input, inout float2 uvMain, inout lilVertexPositionInputs vertexInput, inout lilVertexNormalInputs vertexNormalInput)
{
#if defined(LIL_CUSTOM_VERTEX_WS)
LIL_CUSTOM_VERTEX_WS
#endif
}
//------------------------------------------------------------------------------------------------------------------------------
// Vertex shader
v2g vert(appdata input)
{
v2g output;
LIL_INITIALIZE_STRUCT(v2g, output);
//------------------------------------------------------------------------------------------------------------------------------
// Invisible
if(_Invisible) return output;
//------------------------------------------------------------------------------------------------------------------------------
// Single Pass Instanced rendering
LIL_SETUP_INSTANCE_ID(input);
LIL_TRANSFER_INSTANCE_ID(input, output);
LIL_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
//------------------------------------------------------------------------------------------------------------------------------
// UV
float2 uvMain = lilCalcUV(input.uv0, _MainTex_ST);
float2 uvs[4] = {uvMain,input.uv1,input.uv2,input.uv3};
//------------------------------------------------------------------------------------------------------------------------------
// Vertex Modification
#include "lil_vert_encryption.hlsl"
lilCustomVertexOS(input, uvMain, input.positionOS);
//------------------------------------------------------------------------------------------------------------------------------
// Previous Position (for HDRP)
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
input.previousPositionOS = unity_MotionVectorsParams.x > 0.0 ? input.previousPositionOS : input.positionOS.xyz;
#if defined(_ADD_PRECOMPUTED_VELOCITY)
input.previousPositionOS -= input.precomputedVelocity;
#endif
#define LIL_MODIFY_PREVPOS
#include "lil_vert_encryption.hlsl"
lilCustomVertexOS(input, uvMain, input.previousPositionOS);
#undef LIL_MODIFY_PREVPOS
//------------------------------------------------------------------------------------------------------------------------------
// Transform
LIL_VERTEX_POSITION_INPUTS(input.previousPositionOS, previousVertexInput);
#if defined(LIL_APP_NORMAL) && defined(LIL_APP_TANGENT)
LIL_VERTEX_NORMAL_TANGENT_INPUTS(input.normalOS, input.tangentOS, previousVertexNormalInput);
#elif defined(LIL_APP_NORMAL)
LIL_VERTEX_NORMAL_INPUTS(input.normalOS, previousVertexNormalInput);
#else
lilVertexNormalInputs previousVertexNormalInput = lilGetVertexNormalInputs();
#endif
previousVertexInput.positionWS = TransformPreviousObjectToWorld(input.previousPositionOS);
lilCustomVertexWS(input, uvMain, previousVertexInput, previousVertexNormalInput);
output.previousPositionWS = previousVertexInput.positionWS;
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Transform
LIL_VERTEX_POSITION_INPUTS(input.positionOS, vertexInput);
LIL_VERTEX_NORMAL_INPUTS(input.normalOS, vertexNormalInput);
lilCustomVertexWS(input, uvMain, vertexInput, vertexNormalInput);
#if defined(LIL_CUSTOM_VERTEX_WS)
LIL_RE_VERTEX_POSITION_INPUTS(vertexInput);
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Copy
#if defined(LIL_V2G_POSITION_WS)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(LIL_V2G_TEXCOORD0)
output.uv0 = input.uv0;
#endif
#if defined(LIL_V2G_TEXCOORD1)
output.uv1 = input.uv1;
#endif
#if defined(LIL_V2G_TEXCOORD2)
output.uv2 = input.uv2;
#endif
#if defined(LIL_V2G_TEXCOORD3)
output.uv3 = input.uv3;
#endif
#if defined(LIL_V2G_PACKED_TEXCOORD01)
output.uv01.xy = input.uv0;
output.uv01.zw = input.uv1;
#endif
#if defined(LIL_V2G_PACKED_TEXCOORD23)
output.uv23.xy = input.uv2;
output.uv23.zw = input.uv3;
#endif
#if !defined(LIL_NOT_SUPPORT_VERTEXID) && defined(LIL_V2G_VERTEXID)
output.vertexID = input.vertexID;
#endif
#if defined(LIL_V2G_NORMAL_WS)
output.normalWS = vertexNormalInput.normalWS;
#endif
LIL_CUSTOM_VERT_COPY
//------------------------------------------------------------------------------------------------------------------------------
// Fog & Lighting
lilFragData fd = lilInitFragData();
LIL_GET_HDRPDATA(vertexInput,fd);
#if defined(LIL_V2F_LIGHTCOLOR) || defined(LIL_V2F_LIGHTDIRECTION) || defined(LIL_V2F_INDLIGHTCOLOR)
LIL_CALC_MAINLIGHT(vertexInput, lightdataInput);
#endif
#if defined(LIL_V2F_LIGHTCOLOR)
output.lightColor = lightdataInput.lightColor;
#endif
#if defined(LIL_V2F_LIGHTDIRECTION)
output.lightDirection = lightdataInput.lightDirection;
#endif
#if defined(LIL_V2F_INDLIGHTCOLOR)
output.indLightColor = lightdataInput.indLightColor * _ShadowEnvStrength;
#endif
#if defined(LIL_V2G_SHADOW)
LIL_TRANSFER_SHADOW(vertexInput, input.uv1, output);
#endif
#if defined(LIL_V2G_VERTEXLIGHT_FOG)
LIL_TRANSFER_FOG(vertexInput, output);
LIL_CALC_VERTEXLIGHT(vertexInput, output);
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Vector
#if defined(LIL_V2G_FURVECTOR)
float3 bitangentOS = normalize(cross(input.normalOS, input.tangentOS.xyz)) * (input.tangentOS.w * length(input.normalOS));
float3x3 tbnOS = float3x3(input.tangentOS.xyz, bitangentOS, input.normalOS);
output.furVector = _FurVector.xyz + float3(0,0,0.001);
if(_VertexColor2FurVector) output.furVector = lilBlendNormal(output.furVector, input.color.xyz);
#if defined(LIL_FEATURE_FurVectorTex)
output.furVector = lilBlendNormal(output.furVector, lilUnpackNormalScale(LIL_SAMPLE_2D_LOD(_FurVectorTex, sampler_linear_repeat, uvMain, 0), _FurVectorScale));
#endif
output.furVector = mul(normalize(output.furVector), tbnOS);
output.furVector *= _FurVector.w;
#if defined(LIL_FUR_PRE)
output.furVector *= _FurCutoutLength;
#endif
output.furVector = lilTransformDirOStoWS(output.furVector, false);
float furLength = length(output.furVector);
output.furVector.y -= _FurGravity * furLength;
#if defined(LIL_FEATURE_FUR_COLLISION) && defined(LIL_BRP) && defined(VERTEXLIGHT_ON)
// Touch
float3 positionWS2 = output.positionWS + output.furVector;
float4 toLightX = unity_4LightPosX0 - positionWS2.x;
float4 toLightY = unity_4LightPosY0 - positionWS2.y;
float4 toLightZ = unity_4LightPosZ0 - positionWS2.z;
float4 lengthSq = toLightX * toLightX + 0.000001;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
float4 atten = saturate(1.0 - lengthSq * unity_4LightAtten0 / 25.0) * _FurTouchStrength * furLength;
//float4 rangeToggle = abs(frac(sqrt(25.0 / unity_4LightAtten0) * 100.0) - 0.22);
float4 rangeToggle = abs(frac(sqrt(250000 / unity_4LightAtten0)) - 0.22);
output.furVector = rangeToggle[0] < 0.001 - unity_LightColor[0].r - unity_LightColor[0].g - unity_LightColor[0].b ? output.furVector - float3(toLightX[0], toLightY[0], toLightZ[0]) * rsqrt(lengthSq[0]) * atten[0] : output.furVector;
output.furVector = rangeToggle[1] < 0.001 - unity_LightColor[1].r - unity_LightColor[1].g - unity_LightColor[1].b ? output.furVector - float3(toLightX[1], toLightY[1], toLightZ[1]) * rsqrt(lengthSq[1]) * atten[1] : output.furVector;
output.furVector = rangeToggle[2] < 0.001 - unity_LightColor[2].r - unity_LightColor[2].g - unity_LightColor[2].b ? output.furVector - float3(toLightX[2], toLightY[2], toLightZ[2]) * rsqrt(lengthSq[2]) * atten[2] : output.furVector;
output.furVector = rangeToggle[3] < 0.001 - unity_LightColor[3].r - unity_LightColor[3].g - unity_LightColor[3].b ? output.furVector - float3(toLightX[3], toLightY[3], toLightZ[3]) * rsqrt(lengthSq[3]) * atten[3] : output.furVector;
#endif
#endif
return output;
}
//------------------------------------------------------------------------------------------------------------------------------
// Fin
float lilLerp3(float a, float b, float c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; }
float2 lilLerp3(float2 a, float2 b, float2 c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; }
float3 lilLerp3(float3 a, float3 b, float3 c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; }
float4 lilLerp3(float4 a, float4 b, float4 c, float3 factor) { return a * factor.x + b * factor.y + c * factor.z; }
float lilLerp3(float a[3], float3 factor) { return lilLerp3(a[0], a[1], a[2], factor); }
float2 lilLerp3(float2 a[3], float3 factor) { return lilLerp3(a[0], a[1], a[2], factor); }
float3 lilLerp3(float3 a[3], float3 factor) { return lilLerp3(a[0], a[1], a[2], factor); }
float4 lilLerp3(float4 a[3], float3 factor) { return lilLerp3(a[0], a[1], a[2], factor); }
void AppendFur(inout TriangleStream<v2f> outStream, inout v2f output, v2g input[3], float3 furVectors[3], float3 factor)
{
#if defined(LIL_V2F_TEXCOORD0)
output.uv0 = lilLerp3(input[0].uv0, input[1].uv0, input[2].uv0, factor);
#endif
#if defined(LIL_V2F_TEXCOORD1)
output.uv1 = lilLerp3(input[0].uv1, input[1].uv1, input[2].uv1, factor);
#endif
#if defined(LIL_V2F_TEXCOORD2)
output.uv2 = lilLerp3(input[0].uv2, input[1].uv2, input[2].uv2, factor);
#endif
#if defined(LIL_V2F_TEXCOORD3)
output.uv3 = lilLerp3(input[0].uv3, input[1].uv3, input[2].uv3, factor);
#endif
#if defined(LIL_V2F_PACKED_TEXCOORD01)
output.uv01 = lilLerp3(input[0].uv01, input[1].uv01, input[2].uv01, factor);
#endif
#if defined(LIL_V2F_PACKED_TEXCOORD23)
output.uv23 = lilLerp3(input[0].uv23, input[1].uv23, input[2].uv23, factor);
#endif
#if defined(LIL_V2F_NORMAL_WS)
output.normalWS = lilLerp3(input[0].normalWS, input[1].normalWS, input[2].normalWS, factor);
#endif
#if defined(LIL_V2F_VERTEXLIGHT_FOG) && !(!defined(LIL_USE_ADDITIONALLIGHT_VS) && defined(LIL_HDRP))
output.vlf = lilLerp3(input[0].vlf, input[1].vlf, input[2].vlf, factor);
#endif
float3 positionWS = lilLerp3(input[0].positionWS, input[1].positionWS, input[2].positionWS, factor);
#if defined(LIL_V2F_POSITION_WS)
output.positionWS = positionWS;
#endif
#if defined(LIL_V2F_POSITION_CS)
output.positionCS = lilTransformWStoCS(positionWS);
#endif
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
float3 previousPositionWS = lilLerp3(input[0].previousPositionWS, input[1].previousPositionWS, input[2].previousPositionWS, factor);
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0));
#endif
#if defined(LIL_V2F_FURLAYER)
output.furLayer = 0;
#endif
#if defined(LIL_V2F_POSITION_CS) && defined(LIL_FEATURE_CLIPPING_CANCELLER) && !defined(LIL_PASS_SHADOWCASTER_INCLUDED) && !defined(LIL_PASS_META_INCLUDED)
//------------------------------------------------------------------------------------------------------------------------------
// Clipping Canceller
#if defined(UNITY_REVERSED_Z)
// DirectX
if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
output.positionCS.z = output.positionCS.z * 0.0001 + output.positionCS.w * 0.999;
}
#else
// OpenGL
if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
output.positionCS.z = output.positionCS.z * 0.0001 - output.positionCS.w * 0.999;
}
#endif
#endif
#if defined(LIL_V2F_POSITION_CS) && defined(LIL_FUR_PRE)
#if defined(UNITY_REVERSED_Z)
// DirectX
output.positionCS.z -= 0.0000001;
#else
// OpenGL
output.positionCS.z += 0.0000001;
#endif
#endif
outStream.Append(output);
float3 mixVector = lilLerp3(furVectors[0], furVectors[1], furVectors[2], factor);
positionWS.xyz += mixVector;
#if defined(LIL_V2F_POSITION_WS)
output.positionWS = positionWS;
#endif
#if defined(LIL_V2F_POSITION_CS)
output.positionCS = lilTransformWStoCS(positionWS);
#endif
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
previousPositionWS.xyz += mixVector;
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0));
#endif
#if defined(LIL_V2F_FURLAYER)
output.furLayer = 1;
#endif
#if defined(LIL_V2F_POSITION_CS) && defined(LIL_FEATURE_CLIPPING_CANCELLER) && !defined(LIL_PASS_SHADOWCASTER_INCLUDED) && !defined(LIL_PASS_META_INCLUDED)
//------------------------------------------------------------------------------------------------------------------------------
// Clipping Canceller
#if defined(UNITY_REVERSED_Z)
// DirectX
if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
output.positionCS.z = output.positionCS.z * 0.0001 + output.positionCS.w * 0.999;
}
#else
// OpenGL
if(output.positionCS.w < _ProjectionParams.y * 1.01 && output.positionCS.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
output.positionCS.z = output.positionCS.z * 0.0001 - output.positionCS.w * 0.999;
}
#endif
#endif
#if defined(LIL_V2F_POSITION_CS) && defined(LIL_FUR_PRE)
#if defined(UNITY_REVERSED_Z)
// DirectX
output.positionCS.z -= 0.000001;
#else
// OpenGL
output.positionCS.z += 0.000001;
#endif
#endif
outStream.Append(output);
}
//------------------------------------------------------------------------------------------------------------------------------
// Geometry shader
#if defined(LIL_ONEPASS_FUR)
[maxvertexcount(46)]
#elif (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) && (defined(LIL_USE_LIGHTMAP) || defined(LIL_USE_DYNAMICLIGHTMAP) || defined(LIL_LIGHTMODE_SHADOWMASK)) || defined(LIL_FEATURE_DISTANCE_FADE) || !defined(LIL_BRP)
[maxvertexcount(32)]
#else
[maxvertexcount(40)]
#endif
void geom(triangle v2g input[3], inout TriangleStream<v2f> outStream)
{
//------------------------------------------------------------------------------------------------------------------------------
// Invisible
if(_Invisible) return;
LIL_SETUP_INSTANCE_ID(input[0]);
LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input[0]);
//------------------------------------------------------------------------------------------------------------------------------
// Copy
#if defined(LIL_ONEPASS_FUR)
v2f outputBase[3];
LIL_INITIALIZE_STRUCT(v2f, outputBase[0]);
LIL_INITIALIZE_STRUCT(v2f, outputBase[1]);
LIL_INITIALIZE_STRUCT(v2f, outputBase[2]);
for(uint i = 0; i < 3; i++)
{
LIL_TRANSFER_INSTANCE_ID(input[i], outputBase[i]);
LIL_TRANSFER_VERTEX_OUTPUT_STEREO(input[i], outputBase[i]);
#if defined(LIL_V2F_POSITION_CS)
outputBase[i].positionCS = lilTransformWStoCS(input[i].positionWS);
#endif
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
outputBase[i].previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(input[i].previousPositionWS, 1.0));
#endif
#if defined(LIL_V2F_TEXCOORD0)
outputBase[i].uv0 = input[i].uv0;
#endif
#if defined(LIL_V2F_NORMAL_WS)
outputBase[i].normalWS = input[i].normalWS;
#endif
#if defined(LIL_V2F_FURLAYER)
outputBase[i].furLayer = -2;
#endif
}
// Front
if(_Cull != 1)
{
outStream.Append(outputBase[0]);
outStream.Append(outputBase[1]);
outStream.Append(outputBase[2]);
outStream.RestartStrip();
}
// Back
if(_Cull != 2)
{
outStream.Append(outputBase[2]);
outStream.Append(outputBase[1]);
outStream.Append(outputBase[0]);
outStream.RestartStrip();
}
#endif
v2f output;
LIL_INITIALIZE_STRUCT(v2f, output);
LIL_TRANSFER_INSTANCE_ID(input[0], output);
LIL_TRANSFER_VERTEX_OUTPUT_STEREO(input[0], output);
//------------------------------------------------------------------------------------------------------------------------------
// Main Light
#if defined(LIL_V2G_LIGHTCOLOR)
output.lightColor = input[0].lightColor;
#endif
#if defined(LIL_V2G_LIGHTDIRECTION)
output.lightDirection = input[0].lightDirection;
#endif
#if defined(LIL_V2G_INDLIGHTCOLOR)
output.indLightColor = input[0].indLightColor;
#endif
if(_FurMeshType)
{
#include "lil_common_vert_fur_thirdparty.hlsl"
}
else
{
float3 furVectors[3];
furVectors[0] = input[0].furVector;
furVectors[1] = input[1].furVector;
furVectors[2] = input[2].furVector;
#if !defined(LIL_NOT_SUPPORT_VERTEXID)
uint3 n0 = (input[0].vertexID * 3 + input[1].vertexID * 1 + input[2].vertexID * 1) * uint3(1597334677U, 3812015801U, 2912667907U);
uint3 n1 = (input[0].vertexID * 1 + input[1].vertexID * 3 + input[2].vertexID * 1) * uint3(1597334677U, 3812015801U, 2912667907U);
uint3 n2 = (input[0].vertexID * 1 + input[1].vertexID * 1 + input[2].vertexID * 3) * uint3(1597334677U, 3812015801U, 2912667907U);
float3 noise0 = normalize(float3(n0) * (2.0/float(0xffffffffU)) - 1.0);
float3 noise1 = normalize(float3(n1) * (2.0/float(0xffffffffU)) - 1.0);
float3 noise2 = normalize(float3(n2) * (2.0/float(0xffffffffU)) - 1.0);
furVectors[0] += noise0 * _FurVector.w * _FurRandomize;
furVectors[1] += noise1 * _FurVector.w * _FurRandomize;
furVectors[2] += noise2 * _FurVector.w * _FurRandomize;
#endif
#if defined(LIL_FEATURE_FurLengthMask)
furVectors[0] *= LIL_SAMPLE_2D_LOD(_FurLengthMask, sampler_linear_repeat, input[0].uv0 * _MainTex_ST.xy + _MainTex_ST.zw, 0).r;
furVectors[1] *= LIL_SAMPLE_2D_LOD(_FurLengthMask, sampler_linear_repeat, input[1].uv0 * _MainTex_ST.xy + _MainTex_ST.zw, 0).r;
furVectors[2] *= LIL_SAMPLE_2D_LOD(_FurLengthMask, sampler_linear_repeat, input[2].uv0 * _MainTex_ST.xy + _MainTex_ST.zw, 0).r;
#endif
if(_FurLayerNum == 1)
{
AppendFur(outStream, output, input, furVectors, float3(1.0, 0.0, 0.0) / 1.0);
AppendFur(outStream, output, input, furVectors, float3(0.0, 1.0, 0.0) / 1.0);
AppendFur(outStream, output, input, furVectors, float3(0.0, 0.0, 1.0) / 1.0);
}
else if(_FurLayerNum >= 2)
{
AppendFur(outStream, output, input, furVectors, float3(1.0, 0.0, 0.0) / 1.0);
AppendFur(outStream, output, input, furVectors, float3(0.0, 1.0, 1.0) / 2.0);
AppendFur(outStream, output, input, furVectors, float3(0.0, 1.0, 0.0) / 1.0);
AppendFur(outStream, output, input, furVectors, float3(1.0, 0.0, 1.0) / 2.0);
AppendFur(outStream, output, input, furVectors, float3(0.0, 0.0, 1.0) / 1.0);
AppendFur(outStream, output, input, furVectors, float3(1.0, 1.0, 0.0) / 2.0);
}
if(_FurLayerNum >= 3)
{
AppendFur(outStream, output, input, furVectors, float3(1.0, 4.0, 1.0) / 6.0);
AppendFur(outStream, output, input, furVectors, float3(0.0, 1.0, 1.0) / 2.0);
AppendFur(outStream, output, input, furVectors, float3(1.0, 1.0, 4.0) / 6.0);
AppendFur(outStream, output, input, furVectors, float3(1.0, 0.0, 1.0) / 2.0);
AppendFur(outStream, output, input, furVectors, float3(4.0, 1.0, 1.0) / 6.0);
AppendFur(outStream, output, input, furVectors, float3(1.0, 1.0, 0.0) / 2.0);
}
AppendFur(outStream, output, input, furVectors, float3(1.0, 0.0, 0.0) / 1.0);
outStream.RestartStrip();
}
}
#endif