//UTS2/UniversalToon //v.2.2.0 //nobuyuki@unity3d.com //toshiyui@unity3d.com (universal RP) //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project //(C)Unity Technologies Japan/UCL // 2018/08/23 N.Kobayashi (Unity Technologies Japan) // カメラオフセット付きアウトライン(BaseColorライトカラー反映修正版) // 2017/06/05 PS4対応版 // Ver.2.0.4.3 // 2018/02/05 Outline Tex対応版 // #pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES // _IS_OUTLINE_CLIPPING_YESは、Clippigマスクを使用するシェーダーでのみ使用できる. OutlineのブレンドモードにBlend SrcAlpha OneMinusSrcAlphaを追加すること. // uniform float4 _LightColor0; uniform float4 _BaseColor; //v.2.0.7.5 uniform float _Unlit_Intensity; uniform fixed _Is_Filter_LightColor; uniform fixed _Is_LightColor_Outline; //v.2.0.5 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Outline_Width; uniform float _Farthest_Distance; uniform float _Nearest_Distance; uniform sampler2D _Outline_Sampler; uniform float4 _Outline_Sampler_ST; uniform float4 _Outline_Color; uniform fixed _Is_BlendBaseColor; uniform float _Offset_Z; //v2.0.4 uniform sampler2D _OutlineTex; uniform float4 _OutlineTex_ST; uniform fixed _Is_OutlineTex; //Baked Normal Texture for Outline uniform sampler2D _BakedNormal; uniform float4 _BakedNormal_ST; uniform fixed _Is_BakedNormal; uniform float _ZOverDrawMode; // //v.2.0.4 #ifdef _IS_OUTLINE_CLIPPING_YES uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; uniform float _Clipping_Level; uniform fixed _Inverse_Clipping; uniform fixed _IsBaseMapAlphaAsClippingMask; #endif struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float3 normalDir : TEXCOORD1; float3 tangentDir : TEXCOORD2; float3 bitangentDir : TEXCOORD3; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float2 Set_UV0 = o.uv0; float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler,float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler),0.0,0)); //v.2.0.4.3 baked Normal Texture for Outline 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); float3x3 tangentTransform = float3x3( o.tangentDir, o.bitangentDir, o.normalDir); //UnpackNormal()が使えないので、以下で展開。使うテクスチャはBump指定をしないこと. float4 _BakedNormal_var = (tex2Dlod(_BakedNormal,float4(TRANSFORM_TEX(Set_UV0, _BakedNormal),0.0,0)) * 2 - 1); float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform)); //ここまで. float Set_Outline_Width = (_Outline_Width*0.001*smoothstep( _Farthest_Distance, _Nearest_Distance, distance(objPos.rgb,_WorldSpaceCameraPos) )*_Outline_Sampler_var.rgb).r; Set_Outline_Width *= (1.0f - _ZOverDrawMode); //v.2.0.7.5 float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1)); //v.2.0.7 #if defined(UNITY_REVERSED_Z) //v.2.0.4.2 (DX) _Offset_Z = _Offset_Z * -0.01; #else //OpenGL _Offset_Z = _Offset_Z * 0.01; #endif //v2.0.4 #ifdef _OUTLINE_NML //v.2.0.4.3 baked Normal Texture for Outline o.pos = UnityObjectToClipPos(lerp(float4(v.vertex.xyz + v.normal*Set_Outline_Width,1), float4(v.vertex.xyz + _BakedNormalDir*Set_Outline_Width,1),_Is_BakedNormal)); #elif _OUTLINE_POS Set_Outline_Width = Set_Outline_Width*2; float signVar = dot(normalize(v.vertex),normalize(v.normal))<0 ? -1 : 1; o.pos = UnityObjectToClipPos(float4(v.vertex.xyz + signVar*normalize(v.vertex)*Set_Outline_Width, 1)); #endif //v.2.0.7.5 o.pos.z = o.pos.z + _Offset_Z * _ClipCameraPos.z; return o; } float4 frag(VertexOutput i) : SV_Target{ //v.2.0.5 if (_ZOverDrawMode > 0.99f) { return float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0 } _Color = _BaseColor; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); //v.2.0.7.5 half3 ambientSkyColor = unity_AmbientSky.rgb>0.05 ? unity_AmbientSky.rgb*_Unlit_Intensity : half3(0.05,0.05,0.05)*_Unlit_Intensity; float3 lightColor = _LightColor0.rgb >0.05 ? _LightColor0.rgb : ambientSkyColor.rgb; float lightColorIntensity = (0.299*lightColor.r + 0.587*lightColor.g + 0.114*lightColor.b); lightColor = lightColorIntensity<1 ? lightColor : lightColor/lightColorIntensity; lightColor = lerp(half3(1.0,1.0,1.0), lightColor, _Is_LightColor_Outline); float2 Set_UV0 = i.uv0; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb; float3 _Is_BlendBaseColor_var = lerp( _Outline_Color.rgb*lightColor, (_Outline_Color.rgb*Set_BaseColor*Set_BaseColor*lightColor), _Is_BlendBaseColor ); // float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)); //v.2.0.7.5 #ifdef _IS_OUTLINE_CLIPPING_NO float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb*lightColor, _Is_OutlineTex ); return float4(Set_Outline_Color,1.0); #elif _IS_OUTLINE_CLIPPING_YES float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); float Set_MainTexAlpha = _MainTex_var.a; float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); clip(Set_Clipping - 0.5); float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var,Set_Clipping), float4((_OutlineTex_var.rgb*_Outline_Color.rgb*lightColor),Set_Clipping), _Is_OutlineTex ); return Set_Outline_Color; #endif } // UCTS_Outline.cginc ここまで.