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OP Devlog #1: Toon shading (#173)

* upgrade to 2020.2

* add else condition in CustomLighting

* fix missing material in ToonShading scene

Co-authored-by: doJester13 <minarini.work@gmail.com>
Co-authored-by: doJester13 <minairni.work@gmail.com>
/devlogs-1-toon-shading
GitHub 4 年前
当前提交
999566a9
共有 18 个文件被更改,包括 1180 次插入288 次删除
  1. 36
      UOP1_Project/Assets/Materials/Obstacles.mat
  2. 36
      UOP1_Project/Assets/Materials/White.mat
  3. 90
      UOP1_Project/Assets/Scenes/ToonShading.unity
  4. 7
      UOP1_Project/Assets/Settings/Graphics/ToonRenderer.asset
  5. 18
      UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl
  6. 995
      UOP1_Project/Assets/Shaders/CustomLighting.shadergraph
  7. 10
      UOP1_Project/Packages/manifest.json
  8. 61
      UOP1_Project/Packages/packages-lock.json
  9. 4
      UOP1_Project/ProjectSettings/ProjectVersion.txt
  10. 2
      UOP1_Project/ProjectSettings/URPProjectSettings.asset
  11. 63
      UOP1_Project/Assets/Scenes/ToonShadingSettings.lighting
  12. 8
      UOP1_Project/Assets/Scenes/ToonShadingSettings.lighting.meta
  13. 40
      UOP1_Project/Assets/Shaders/Shader Graphs_CustomLighting.mat
  14. 8
      UOP1_Project/Assets/Shaders/Shader Graphs_CustomLighting.mat.meta
  15. 43
      UOP1_Project/ProjectSettings/PackageManagerSettings.asset
  16. 8
      UOP1_Project/ProjectSettings/VersionControlSettings.asset
  17. 39
      UOP1_Project/UserSettings/EditorUserSettings.asset

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UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl


void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
#ifdef SHADERGRAPH_PREVIEW
Direction = float3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;

#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);
#else
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
float shadowStrength = GetMainLightShadowStrength();
ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture,
sampler_MainLightShadowmapTexture),
shadowSamplingData, shadowStrength, false);
#endif
#endif
}

#if SHADERGRAPH_PREVIEW
#ifdef SHADERGRAPH_PREVIEW
Out = 0;
#else
Smoothness = exp2(10 * Smoothness + 1);

995
UOP1_Project/Assets/Shaders/CustomLighting.shadergraph
文件差异内容过多而无法显示
查看文件

10
UOP1_Project/Packages/manifest.json


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61
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4
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2
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