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 和 1407 次删除
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2UOP1_Project/Assets/Art/PlaceholderModels/Pig.fbx.meta
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2UOP1_Project/Assets/Materials/OutlineTest.mat
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15UOP1_Project/Assets/Materials/ToonGeneric.mat
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13UOP1_Project/Assets/Materials/ToonPig.mat
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396UOP1_Project/Assets/Scenes/ToonShading.unity
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6UOP1_Project/Assets/Scenes/ToonShading/LightingData.asset
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999UOP1_Project/Assets/Scenes/ToonShading/Lightmap-0_comp_dir.png
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1001UOP1_Project/Assets/Scenes/ToonShading/Lightmap-0_comp_light.exr
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6UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset
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120UOP1_Project/Assets/Shaders/CustomLighting.shadergraph
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34UOP1_Project/Assets/Shaders/OutlineTestShader.shadergraph
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2UOP1_Project/ProjectSettings/QualitySettings.asset
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418UOP1_Project/Assets/Shaders/CharacterToonV1.shadergraph
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10UOP1_Project/Assets/Shaders/CharacterToonV1.shadergraph.meta
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472UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph
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10UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph.meta
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8UOP1_Project/Assets/Shaders/CustomHLSL.meta
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8UOP1_Project/Assets/Shaders/SubGraphs.meta
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70UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl
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131UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph
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10UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph.meta
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77UOP1_Project/Assets/Shaders/SubGraphs/AmbientLightingBlending.shadersubgraph
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10UOP1_Project/Assets/Shaders/SubGraphs/AmbientLightingBlending.shadersubgraph.meta
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101UOP1_Project/Assets/Shaders/SubGraphs/BakedGI_SubtractiveShadows.shadersubgraph
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10UOP1_Project/Assets/Shaders/SubGraphs/BakedGI_SubtractiveShadows.shadersubgraph.meta
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114UOP1_Project/Assets/Shaders/SubGraphs/MainLight.shadersubgraph
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10UOP1_Project/Assets/Shaders/SubGraphs/MainLight.shadersubgraph.meta
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116UOP1_Project/Assets/Shaders/SubGraphs/Outline.shadersubgraph
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10UOP1_Project/Assets/Shaders/SubGraphs/Outline.shadersubgraph.meta
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123UOP1_Project/Assets/Shaders/CustomLighting.hlsl
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0/UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl.meta
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0/UOP1_Project/Assets/Shaders/CustomHLSL/Outline.hlsl
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0/UOP1_Project/Assets/Shaders/CustomHLSL/Outline.hlsl.meta
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UOP1_Project/Assets/Scenes/ToonShading/LightingData.asset
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999
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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120
UOP1_Project/Assets/Shaders/CustomLighting.shadergraph
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34
UOP1_Project/Assets/Shaders/OutlineTestShader.shadergraph
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418
UOP1_Project/Assets/Shaders/CharacterToonV1.shadergraph
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472
UOP1_Project/Assets/Shaders/CharacterToonV2.shadergraph
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#ifndef CUSTOM_LIGHTING_INCLUDED |
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#define CUSTOM_LIGHTING_INCLUDED |
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void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten) |
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{ |
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#if SHADERGRAPH_PREVIEW |
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Direction = float3(0.5, 0.5, 0); |
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Color = 1; |
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DistanceAtten = 1; |
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ShadowAtten = 1; |
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#else |
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float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); |
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Light mainLight = GetMainLight(shadowCoord); |
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Direction = mainLight.direction; |
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Color = mainLight.color; |
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DistanceAtten = mainLight.distanceAttenuation; |
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#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF) |
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ShadowAtten = 1.0h; |
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#endif |
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ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); |
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float shadowStrength = GetMainLightShadowStrength(); |
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ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, |
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sampler_MainLightShadowmapTexture), |
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shadowSamplingData, shadowStrength, false); |
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#endif |
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} |
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void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out) |
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{ |
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#if SHADERGRAPH_PREVIEW |
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Out = 0; |
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#else |
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Smoothness = exp2(10 * Smoothness + 1); |
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WorldNormal = normalize(WorldNormal); |
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WorldView = SafeNormalize(WorldView); |
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Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness); |
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#endif |
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} |
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void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 LightColor, out float3 Specular) |
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{ |
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float3 diffuseColor = 0; |
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float3 specularColor = 0; |
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float3 lightColor = 0; |
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#ifndef SHADERGRAPH_PREVIEW |
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Smoothness = exp2(10 * Smoothness + 1); |
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WorldNormal = normalize(WorldNormal); |
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WorldView = SafeNormalize(WorldView); |
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int pixelLightCount = GetAdditionalLightsCount(); |
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for (int i = 0; i < pixelLightCount; ++i) |
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{ |
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Light light = GetAdditionalLight(i, WorldPosition); |
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); |
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lightColor = light.color; |
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diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal); |
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specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness); |
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} |
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#endif |
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Diffuse = diffuseColor; |
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LightColor = lightColor; |
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Specular = specularColor; |
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} |
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#endif |
131
UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph
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#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); |
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specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness); |
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} |
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#endif |
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|
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Diffuse = diffuseColor; |
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Specular = specularColor; |
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} |
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|
|||
#endif |
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