BlueRoseNote/07-Other/Unity/Unity-Chan Toon Shader Body.md
2023-06-29 11:55:02 +08:00

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## 各种定义
根据是否开启天使环渲染与`_MAIN_LIGHT_SHADOWS`来定义顶点输入与输出格式。
```c#
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
#ifdef _IS_ANGELRING_OFF
float2 lightmapUV : TEXCOORD1;
#elif _IS_ANGELRING_ON
float2 texcoord1 : TEXCOORD1;
float2 lightmapUV : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
//v.2.0.4
#ifdef _IS_ANGELRING_OFF
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
//v.2.0.7
float mirrorFlag : TEXCOORD5;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 6);
#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD7;
#endif
# ifndef _MAIN_LIGHT_SHADOWS
float4 positionCS : TEXCOORD8;
int mainLightID : TEXCOORD9;
# else
float4 shadowCoord : TEXCOORD8;
float4 positionCS : TEXCOORD9;
int mainLightID : TEXCOORD10;
# endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
//
#elif _IS_ANGELRING_ON
float2 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
//v.2.0.7
float mirrorFlag : TEXCOORD6;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 7);
#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
half4 fogFactorAndVertexLight : TEXCOORD8; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD8; // x: fogFactor, yzw: vertex light
#endif
# ifndef _MAIN_LIGHT_SHADOWS
float4 positionCS : TEXCOORD9;
int mainLightID : TEXCOORD10;
# else
float4 shadowCoord : TEXCOORD9;
float4 positionCS : TEXCOORD10;
int mainLightID : TEXCOORD11;
# endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#else
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#endif
//
};
//灯光数据
struct UtsLight
{
float3 direction;
float3 color;
float distanceAttenuation;
real shadowAttenuation;
int type;
};
```
根据宏定义宏:`_ADDITIONAL_LIGHTS`=>`REQUIRES_WORLD_SPACE_POS_INTERPOLATOR`,`_MAIN_LIGHT_SHADOWS`=>`REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR`。以及一些函数:
```c#
// RaytracedHardShadow
// This is global texture. what to do with SRP Batcher.
#define UNITY_PROJ_COORD(a) a
#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
TEXTURE2D_SAMPLER2D(_RaytracedHardShadow, sampler_RaytracedHardShadow);
float4 _RaytracedHardShadow_TexelSize;
//function to rotate the UV: RotateUV()
//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
{
float RotateUV_ang = _radian;
float RotateUV_cos = cos(_time*RotateUV_ang);
float RotateUV_sin = sin(_time*RotateUV_ang);
return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
}
//
fixed3 DecodeLightProbe( fixed3 N ){
return ShadeSH9(float4(N,1));
}
inline void InitializeStandardLitSurfaceDataUTS(float2 uv, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
// half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
half4 albedoAlpha = half4(1.0,1.0,1.0,1.0);
outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
outSurfaceData.occlusion = SampleOcclusion(uv);
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
half3 GlobalIlluminationUTS(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS)
{
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
half3 indirectDiffuse = bakedGI * occlusion;
half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion);
return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
}
```
## 顶点着色器
计算
- 顶点法线、切线、次级法线
- 裁剪过的顶点世界坐标
- 使用`ComputeFogFactor`(FOG_LINEAR、FOG_EXP与FOG_EXP2)计算`fogFactorAndVertexLight`或者`fogFactor`。
- shadowCoord
- mainLightID
如果开启天使环渲染则增加一个TexCoord1为天使环UV坐标。
```c#
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv0 = v.texcoord0;
//v.2.0.4
#ifdef _IS_ANGELRING_OFF
//
#elif _IS_ANGELRING_ON
o.uv1 = v.texcoord1;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
//v.2.0.7 Detection of the inside the mirror (right or left-handed) o.mirrorFlag = -1 then "inside the mirror".
float3 crossFwd = cross(UNITY_MATRIX_V[0].xyz, UNITY_MATRIX_V[1].xyz);
o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2].xyz) < 0 ? 1 : -1;
//
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float4 positionCS = TransformWorldToHClip(positionWS);
half3 vertexLight = VertexLighting(o.posWorld.xyz, o.normalDir);
half fogFactor = ComputeFogFactor(positionCS.z);
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normalDir.xyz, o.vertexSH);
# if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
o.fogFactor = fogFactor;
#endif
o.positionCS = positionCS;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeScreenPos(positionCS);
#else
o.shadowCoord = TransformWorldToShadowCoord(o.posWorld.xyz);
#endif
o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, o.shadowCoord, positionCS);
#else
o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, 0, positionCS);
#endif
return o;
}
```
## 像素着色器
UTS的着色模式有两种分别封装在`UniversalToonBodyDoubleShadeWithFeather.hlsl`与`UniversalToonBodyShadingGradeMap`中。
```c#
float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET
{
#if defined(_SHADINGGRADEMAP)
return fragShadingGradeMap(i, facing);
#else
return fragDoubleShadeFeather(i, facing);
#endif
}
```
## 透明与裁剪
`ClippingMode`设置为非off后才会开启裁剪选项。拥有以下功能
- 裁剪Mask反转
- 使用BaseMap的Alpha通道作为Mask
- 裁剪强度与透明度强度
这个功能通常用来除了头发之类的透明物体。
## 完整代码
```c#
#if (SHADER_LIBRARY_VERSION_MAJOR ==7 && SHADER_LIBRARY_VERSION_MINOR >= 3) || (SHADER_LIBRARY_VERSION_MAJOR >= 8)
# ifdef _ADDITIONAL_LIGHTS
# ifndef REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
# define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
# endif
# endif
#else
# ifdef _MAIN_LIGHT_SHADOWS
//# if !defined(_MAIN_LIGHT_SHADOWS_CASCADE)
# ifndef REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
# define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
# endif
//# endif
# endif
# ifdef _ADDITIONAL_LIGHTS
# ifndef REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
# define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
# endif
# endif
#endif
// RaytracedHardShadow
// This is global texture. what to do with SRP Batcher.
#define UNITY_PROJ_COORD(a) a
#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
TEXTURE2D_SAMPLER2D(_RaytracedHardShadow, sampler_RaytracedHardShadow);
float4 _RaytracedHardShadow_TexelSize;
//function to rotate the UV: RotateUV()
//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
{
float RotateUV_ang = _radian;
float RotateUV_cos = cos(_time*RotateUV_ang);
float RotateUV_sin = sin(_time*RotateUV_ang);
return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
}
//
fixed3 DecodeLightProbe( fixed3 N ){
return ShadeSH9(float4(N,1));
}
inline void InitializeStandardLitSurfaceDataUTS(float2 uv, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
// half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
half4 albedoAlpha = half4(1.0,1.0,1.0,1.0);
outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
outSurfaceData.occlusion = SampleOcclusion(uv);
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
half3 GlobalIlluminationUTS(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS)
{
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
half3 indirectDiffuse = bakedGI * occlusion;
half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion);
return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
}
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
#ifdef _IS_ANGELRING_OFF
float2 lightmapUV : TEXCOORD1;
#elif _IS_ANGELRING_ON
float2 texcoord1 : TEXCOORD1;
float2 lightmapUV : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
//v.2.0.4
#ifdef _IS_ANGELRING_OFF
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
//v.2.0.7
float mirrorFlag : TEXCOORD5;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 6);
#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD7;
#endif
# ifndef _MAIN_LIGHT_SHADOWS
float4 positionCS : TEXCOORD8;
int mainLightID : TEXCOORD9;
# else
float4 shadowCoord : TEXCOORD8;
float4 positionCS : TEXCOORD9;
int mainLightID : TEXCOORD10;
# endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
//
#elif _IS_ANGELRING_ON
float2 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
//v.2.0.7
float mirrorFlag : TEXCOORD6;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 7);
#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
half4 fogFactorAndVertexLight : TEXCOORD8; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD8; // x: fogFactor, yzw: vertex light
#endif
# ifndef _MAIN_LIGHT_SHADOWS
float4 positionCS : TEXCOORD9;
int mainLightID : TEXCOORD10;
# else
float4 shadowCoord : TEXCOORD9;
float4 positionCS : TEXCOORD10;
int mainLightID : TEXCOORD11;
# endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#else
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#endif
//
};
// Abstraction over Light shading data.
struct UtsLight
{
float3 direction;
float3 color;
float distanceAttenuation;
real shadowAttenuation;
int type;
};
///////////////////////////////////////////////////////////////////////////////
// Light Abstraction //
/////////////////////////////////////////////////////////////////////////////
real MainLightRealtimeShadowUTS(float4 shadowCoord, float4 positionCS)
{
#if !defined(MAIN_LIGHT_CALCULATE_SHADOWS)
return 1.0h;
#endif
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half4 shadowParams = GetMainLightShadowParams();
#if defined(UTS_USE_RAYTRACING_SHADOW)
float w = (positionCS.w == 0) ? 0.00001 : positionCS.w;
float4 screenPos = ComputeScreenPos(positionCS/ w);
return SAMPLE_TEXTURE2D(_RaytracedHardShadow, sampler_RaytracedHardShadow, screenPos);
#endif
return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, false);
}
real AdditionalLightRealtimeShadowUTS(int lightIndex, float3 positionWS, float4 positionCS)
{
#if defined(UTS_USE_RAYTRACING_SHADOW)
float w = (positionCS.w == 0) ? 0.00001 : positionCS.w;
float4 screenPos = ComputeScreenPos(positionCS / w);
return SAMPLE_TEXTURE2D(_RaytracedHardShadow, sampler_RaytracedHardShadow, screenPos);
#endif // UTS_USE_RAYTRACING_SHADOW
#if !defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
return 1.0h;
#endif
ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData();
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
lightIndex = _AdditionalShadowsIndices[lightIndex];
// We have to branch here as otherwise we would sample buffer with lightIndex == -1.
// However this should be ok for platforms that store light in SSBO.
UNITY_BRANCH
if (lightIndex < 0)
return 1.0;
float4 shadowCoord = mul(_AdditionalShadowsBuffer[lightIndex].worldToShadowMatrix, float4(positionWS, 1.0));
#else
float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[lightIndex], float4(positionWS, 1.0));
#endif
half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_AdditionalLightsShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, true);
}
UtsLight GetUrpMainUtsLight()
{
UtsLight light;
light.direction = _MainLightPosition.xyz;
// unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
light.distanceAttenuation = unity_LightData.z;
#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
// unity_ProbesOcclusion.x is the mixed light probe occlusion data
light.distanceAttenuation *= unity_ProbesOcclusion.x;
#endif
light.shadowAttenuation = 1.0;
light.color = _MainLightColor.rgb;
light.type = _MainLightPosition.w;
return light;
}
UtsLight GetUrpMainUtsLight(float4 shadowCoord, float4 positionCS)
{
UtsLight light = GetUrpMainUtsLight();
light.shadowAttenuation = MainLightRealtimeShadowUTS(shadowCoord, positionCS);
return light;
}
// Fills a light struct given a perObjectLightIndex
UtsLight GetAdditionalPerObjectUtsLight(int perObjectLightIndex, float3 positionWS,float4 positionCS)
{
// Abstraction over Light input constants
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels;
#else
float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex];
#endif
// Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
// This way the following code will work for both directional and punctual lights.
float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
UtsLight light;
light.direction = lightDirection;
light.distanceAttenuation = attenuation;
light.shadowAttenuation = AdditionalLightRealtimeShadowUTS(perObjectLightIndex, positionWS, positionCS);
light.color = color;
light.type = lightPositionWS.w;
// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion`
#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
// First find the probe channel from the light.
// Then sample `unity_ProbesOcclusion` for the baked occlusion.
// If the light is not baked, the channel is -1, and we need to apply no occlusion.
// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value.
int probeChannel = lightOcclusionProbeInfo.x;
// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1.
half lightProbeContribution = lightOcclusionProbeInfo.y;
half probeOcclusionValue = unity_ProbesOcclusion[probeChannel];
light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution);
#endif
return light;
}
// Fills a light struct given a loop i index. This will convert the i
// index to a perObjectLightIndex
UtsLight GetAdditionalUtsLight(uint i, float3 positionWS,float4 positionCS)
{
int perObjectLightIndex = GetPerObjectLightIndex(i);
return GetAdditionalPerObjectUtsLight(perObjectLightIndex, positionWS, positionCS);
}
half3 GetLightColor(UtsLight light)
{
return light.color * light.distanceAttenuation;
}
#define INIT_UTSLIGHT(utslight) \
utslight.direction = 0; \
utslight.color = 0; \
utslight.distanceAttenuation = 0; \
utslight.shadowAttenuation = 0; \
utslight.type = 0
int DetermineUTS_MainLightIndex(float3 posW, float4 shadowCoord, float4 positionCS)
{
UtsLight mainLight;
INIT_UTSLIGHT(mainLight);
int mainLightIndex = MAINLIGHT_NOT_FOUND;
UtsLight nextLight = GetUrpMainUtsLight(shadowCoord, positionCS);
if (nextLight.distanceAttenuation > mainLight.distanceAttenuation && nextLight.type == 0)
{
mainLight = nextLight;
mainLightIndex = MAINLIGHT_IS_MAINLIGHT;
}
int lightCount = GetAdditionalLightsCount();
for (int ii = 0; ii < lightCount; ++ii)
{
nextLight = GetAdditionalUtsLight(ii, posW, positionCS);
if (nextLight.distanceAttenuation > mainLight.distanceAttenuation && nextLight.type == 0)
{
mainLight = nextLight;
mainLightIndex = ii;
}
}
return mainLightIndex;
}
UtsLight GetMainUtsLightByID(int index,float3 posW, float4 shadowCoord, float4 positionCS)
{
UtsLight mainLight;
INIT_UTSLIGHT(mainLight);
if (index == MAINLIGHT_NOT_FOUND)
{
return mainLight;
}
if (index == MAINLIGHT_IS_MAINLIGHT)
{
return GetUrpMainUtsLight(shadowCoord, positionCS);
}
return GetAdditionalUtsLight(index, posW, positionCS);
}
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv0 = v.texcoord0;
//v.2.0.4
#ifdef _IS_ANGELRING_OFF
//
#elif _IS_ANGELRING_ON
o.uv1 = v.texcoord1;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
//v.2.0.7 Detection of the inside the mirror (right or left-handed) o.mirrorFlag = -1 then "inside the mirror".用于判断是否是渲染镜子反射结果。
//[0]Right unit vector [1] Up unit vector [2] -1 * world space camera Forward unit vector
float3 crossFwd = cross(UNITY_MATRIX_V[0].xyz, UNITY_MATRIX_V[1].xyz);
o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2].xyz) < 0 ? 1 : -1;
//
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float4 positionCS = TransformWorldToHClip(positionWS);
half3 vertexLight = VertexLighting(o.posWorld.xyz, o.normalDir);
half fogFactor = ComputeFogFactor(positionCS.z);
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normalDir.xyz, o.vertexSH);
# if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
o.fogFactor = fogFactor;
#endif
o.positionCS = positionCS;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeScreenPos(positionCS);
#else
o.shadowCoord = TransformWorldToShadowCoord(o.posWorld.xyz);
#endif
o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, o.shadowCoord, positionCS);
#else
o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, 0, positionCS);
#endif
return o;
}
#if defined(_SHADINGGRADEMAP)
#include "UniversalToonBodyShadingGradeMap.hlsl"
#else //#if defined(_SHADINGGRADEMAP)
#include "UniversalToonBodyDoubleShadeWithFeather.hlsl"
#endif //#if defined(_SHADINGGRADEMAP)
float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET
{
#if defined(_SHADINGGRADEMAP)
return fragShadingGradeMap(i, facing);
#else
return fragDoubleShadeFeather(i, facing);
#endif
}
```