Unity Chan 工程分享 - URP渲染实现 Unity版本:2019.4
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//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.