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Toon Shader v2 in progress

/main
Ciro Continisio 4 年前
当前提交
369c0864
共有 35 个文件被更改,包括 2897 次插入1407 次删除
  1. 2
      UOP1_Project/Assets/Art/PlaceholderModels/Pig.fbx.meta
  2. 2
      UOP1_Project/Assets/Materials/OutlineTest.mat
  3. 15
      UOP1_Project/Assets/Materials/ToonGeneric.mat
  4. 13
      UOP1_Project/Assets/Materials/ToonPig.mat
  5. 396
      UOP1_Project/Assets/Scenes/ToonShading.unity
  6. 6
      UOP1_Project/Assets/Scenes/ToonShading/LightingData.asset
  7. 999
      UOP1_Project/Assets/Scenes/ToonShading/Lightmap-0_comp_dir.png
  8. 1001
      UOP1_Project/Assets/Scenes/ToonShading/Lightmap-0_comp_light.exr
  9. 6
      UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset
  10. 120
      UOP1_Project/Assets/Shaders/CustomLighting.shadergraph
  11. 34
      UOP1_Project/Assets/Shaders/OutlineTestShader.shadergraph
  12. 2
      UOP1_Project/ProjectSettings/QualitySettings.asset
  13. 418
      UOP1_Project/Assets/Shaders/CharacterToonV1.shadergraph
  14. 10
      UOP1_Project/Assets/Shaders/CharacterToonV1.shadergraph.meta
  15. 472
      UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph
  16. 10
      UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph.meta
  17. 8
      UOP1_Project/Assets/Shaders/CustomHLSL.meta
  18. 8
      UOP1_Project/Assets/Shaders/SubGraphs.meta
  19. 70
      UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl
  20. 131
      UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph
  21. 10
      UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph.meta
  22. 77
      UOP1_Project/Assets/Shaders/SubGraphs/AmbientLightingBlending.shadersubgraph
  23. 10
      UOP1_Project/Assets/Shaders/SubGraphs/AmbientLightingBlending.shadersubgraph.meta
  24. 101
      UOP1_Project/Assets/Shaders/SubGraphs/BakedGI_SubtractiveShadows.shadersubgraph
  25. 10
      UOP1_Project/Assets/Shaders/SubGraphs/BakedGI_SubtractiveShadows.shadersubgraph.meta
  26. 114
      UOP1_Project/Assets/Shaders/SubGraphs/MainLight.shadersubgraph
  27. 10
      UOP1_Project/Assets/Shaders/SubGraphs/MainLight.shadersubgraph.meta
  28. 116
      UOP1_Project/Assets/Shaders/SubGraphs/Outline.shadersubgraph
  29. 10
      UOP1_Project/Assets/Shaders/SubGraphs/Outline.shadersubgraph.meta
  30. 123
      UOP1_Project/Assets/Shaders/CustomLighting.hlsl
  31. 0
      /UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl.meta
  32. 0
      /UOP1_Project/Assets/Shaders/CustomHLSL/Outline.hlsl
  33. 0
      /UOP1_Project/Assets/Shaders/CustomHLSL/Outline.hlsl.meta

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UOP1_Project/Assets/Art/PlaceholderModels/Pig.fbx.meta


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UOP1_Project/Assets/Materials/OutlineTest.mat


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UOP1_Project/Assets/Materials/ToonGeneric.mat


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UOP1_Project/Assets/Scenes/ToonShading/LightingData.asset
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UOP1_Project/Assets/Scenes/ToonShading/Lightmap-0_comp_dir.png
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1001
UOP1_Project/Assets/Scenes/ToonShading/Lightmap-0_comp_light.exr
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UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset


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120
UOP1_Project/Assets/Shaders/CustomLighting.shadergraph
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UOP1_Project/Assets/Shaders/OutlineTestShader.shadergraph
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UOP1_Project/ProjectSettings/QualitySettings.asset


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UOP1_Project/Assets/Shaders/CharacterToonV1.shadergraph
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UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph
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UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph.meta


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UOP1_Project/Assets/Shaders/SubGraphs.meta


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UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl


#ifndef CUSTOM_LIGHTING_INCLUDED
#define CUSTOM_LIGHTING_INCLUDED
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = float3(0.5, 0.5, 0);
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Direction = mainLight.direction;
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ShadowAtten = 1.0h;
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ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
float shadowStrength = GetMainLightShadowStrength();
ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture,
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shadowSamplingData, shadowStrength, false);
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}
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Out = 0;
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WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
#endif
}
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 LightColor, out float3 Specular)
{
float3 diffuseColor = 0;
float3 specularColor = 0;
float3 lightColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
lightColor = light.color;
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
LightColor = lightColor;
Specular = specularColor;
}
#endif

131
UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph
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10
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77
UOP1_Project/Assets/Shaders/SubGraphs/AmbientLightingBlending.shadersubgraph


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10
UOP1_Project/Assets/Shaders/SubGraphs/Outline.shadersubgraph.meta


fileFormatVersion: 2
guid: 36b1cdb3a2e056742ae9eed5db1cbfe9
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}

123
UOP1_Project/Assets/Shaders/CustomLighting.hlsl


#ifndef CUSTOM_LIGHTING_INCLUDED
#define CUSTOM_LIGHTING_INCLUDED
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = float3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
ShadowAtten = 1.0h;
#endif
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
float shadowStrength = GetMainLightShadowStrength();
ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture,
sampler_MainLightShadowmapTexture),
shadowSamplingData, shadowStrength, false);
#endif
}
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(WorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = mainLight.shadowAttenuation;
#endif
}
void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out)
{
#if SHADERGRAPH_PREVIEW
Out = 0;
#else
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
#endif
}
void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out)
{
#if SHADERGRAPH_PREVIEW
Out = 0;
#else
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView,half4(Specular, 0), Smoothness);
#endif
}
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
{
float3 diffuseColor = 0;
float3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
Specular = specularColor;
}
void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular)
{
half3 diffuseColor = 0;
half3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
Specular = specularColor;
}
#endif

/UOP1_Project/Assets/Shaders/CustomLighting.hlsl.meta → /UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl.meta

/UOP1_Project/Assets/Shaders/Outline.hlsl → /UOP1_Project/Assets/Shaders/CustomHLSL/Outline.hlsl

/UOP1_Project/Assets/Shaders/Outline.hlsl.meta → /UOP1_Project/Assets/Shaders/CustomHLSL/Outline.hlsl.meta

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