////////////////////////////////////////////////////// // MK Toon Common // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2021 All rights reserved. // ////////////////////////////////////////////////////// #ifndef MK_TOON_COMMON #define MK_TOON_COMMON #if defined(MK_URP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #elif defined(MK_LWRP) #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" #else #include "UnityCG.cginc" #endif #include "Config.hlsl" #include "Pipeline.hlsl" ///////////////////////////////////////////////////////////////////////////////////////////// // COMMON ///////////////////////////////////////////////////////////////////////////////////////////// inline float Stutter(float t, float f) { return frac(SafeDivide(round(t * f), f)); } inline float2 Stutter(float t, float2 f) { return frac(SafeDivide(round(t * f), f)); } inline float3 Stutter(float t, float3 f) { return frac(SafeDivide(round(t * f), f)); } inline half SoftFade(float near, float far, float4 ndc) { //near OR far has to be > 0.0 float sceneDepth = ComputeLinearDepth(SampleDepth(SafeDivide(ndc.xy,ndc.w))); float depth = ComputeLinearDepth(SafeDivide(ndc.z, ndc.w)); //Remap to 0 - 1 far = Rcp(far - near); return saturate(far * ((sceneDepth - near) - depth)); } inline half CameraFade(float near, float far, float4 ndc) { float depth = ComputeLinearDepth(SafeDivide(ndc.z, ndc.w)); //Remap to 0 - 1 far = Rcp(far - near); return saturate((depth - near) * far); } inline void MixAlbedoDetail(inout half3 albedo, DECLARE_TEXTURE_2D_ARGS(tex, samplerTex), float2 uv, float3 blendUV) { half4 detail = SAMPLE_TEX2D_FLIPBOOK(tex, samplerTex, uv, blendUV); detail.rgb *= _DetailColor.rgb; #if defined(MK_DETAIL_BLEND_MIX) albedo = lerp(albedo, detail.rgb, _DetailMix * detail.a); #elif defined(MK_DETAIL_BLEND_ADD) albedo += lerp(0.0h, detail.rgb, _DetailMix * detail.a); #else //MK_DETAIL_BLEND_MULTIPLY albedo *= lerp(1.0h, detail.rgb, _DetailMix * detail.a); #endif } inline half2 Parallax(half3 viewTangent, half height, half parallax, half bias) { return SafeDivide(viewTangent.xy, viewTangent.z + bias) * (height * parallax - parallax * 0.5); } inline half3 UnpackRawNormal(half4 rawNormal, half bumpiness) { half3 unpackedNormal; #if defined(UNITY_NO_DXT5nm) unpackedNormal = rawNormal.rgb * 2.0 - 1.0; #else rawNormal.r *= rawNormal.a; unpackedNormal = half3(2.0 * rawNormal.a - 1.0, 2.0 * rawNormal.g - 1.0, 0.0); #endif unpackedNormal.xy *= bumpiness; #if !defined(UNITY_NO_DXT5nm) //unpackedNormal.z = sqrt(1.0 - dot(unpackedNormal.xy, unpackedNormal.xy)); unpackedNormal.z = 1.0 - 0.5 * dot(unpackedNormal.xy, unpackedNormal.xy); //approximation #endif return unpackedNormal; } inline half2 UnpackDudv(DECLARE_TEXTURE_2D_ARGS(dudvMap, samplerTex), float2 uv, float3 blendUV) { //somehow a range of [-1, 1] is not possible unless the texture is packed as a normal map //therefore its encoded as a normal map and should also be imported as a normal map //Normal map or Dudv map can be used return UnpackRawNormal(SAMPLE_TEX2D_FLIPBOOK(dudvMap, samplerTex, uv, blendUV), 1).rg; } inline half3 UnpackNormalMap(DECLARE_TEXTURE_2D_ARGS(normalMap, samplerTex), float2 uv, float3 blendUV, half bumpiness) { half4 rawNormal = SAMPLE_TEX2D_FLIPBOOK(normalMap, samplerTex, uv, blendUV); return UnpackRawNormal(rawNormal, bumpiness); } inline half3 UnpackNormalMap(DECLARE_TEXTURE_2D_ARGS(normalMap, samplerTex), float2 uv, half bumpiness) { half4 rawNormal = SampleTex2D(PASS_TEXTURE_2D(normalMap, samplerTex), uv); return UnpackRawNormal(rawNormal, bumpiness); } inline half3 NormalMappingWorld(DECLARE_TEXTURE_2D_ARGS(normalMap, samplerTex), float2 uv, float3 blendUV, half bumpiness, half3x3 tbn) { return SafeNormalize(mul(UnpackNormalMap(PASS_TEXTURE_2D(normalMap, samplerTex), uv, blendUV, bumpiness), tbn)); } inline half3 NormalMappingWorld(DECLARE_TEXTURE_2D_ARGS(normalMap, samplerTex), float2 uvMain, float3 blendUV, half bumpiness, DECLARE_TEXTURE_2D_ARGS(detailNormalMap, samplerTex2), float2 uvDetail, half bumpinessDetail, half3x3 tbn) { half3 normalTangent = UnpackNormalMap(PASS_TEXTURE_2D(normalMap, samplerTex), uvMain, blendUV, bumpiness); half3 normalDetailTangent = UnpackNormalMap(PASS_TEXTURE_2D(detailNormalMap, samplerTex2), uvDetail, blendUV, bumpinessDetail); return SafeNormalize(mul(SafeNormalize(half3(normalTangent.xy + normalDetailTangent.xy, lerp(normalTangent.z, normalDetailTangent.z, 0.5))), tbn)); } //threshold based lighting type inline half Cel(half threshold, half smoothnessMin, half smoothnessMax, half value) { #if SHADER_TARGET >= 35 half ddxy = fwidth(value); return smoothstep(threshold - smoothnessMin - ddxy, threshold + smoothnessMax + ddxy, value); #else return smoothstep(threshold - smoothnessMin, threshold + smoothnessMax, value); #endif } /* inline half SmoothFloor(half v, half smoothness, half threshold) { threshold = 1.0 - threshold; return ((cos(max((frac(v + threshold) - (1 - smoothness)) / smoothness, 0.5) * PI_TWO) + 1) * 0.5) + floor(v + threshold); } */ //level based lighting type inline half Banding(half v, half levels, half smoothnessMin, half smoothnessMax, half threshold, half fade) { /* levels--; half banding = v * lerp(1, 3, fade); return saturate(SafeDivide(SmoothFloor(banding * levels, smoothnessMin + smoothnessMax, threshold), levels)); */ levels--; threshold = lerp(threshold, threshold * levels, fade); half vl = v * lerp(1, levels, fade); half levelStep = Rcp(levels); half bands = Cel(threshold, smoothnessMin, smoothnessMax, vl); bands += Cel(levelStep + threshold, smoothnessMin, smoothnessMax, vl); bands += Cel(levelStep * 2 + threshold, smoothnessMin, smoothnessMax, vl) * step(3, levels); bands += Cel(levelStep * 3 + threshold, smoothnessMin, smoothnessMax, vl) * step(4, levels); bands += Cel(levelStep * 4 + threshold, smoothnessMin, smoothnessMax, vl) * step(5, levels); bands += Cel(levelStep * 5 + threshold, smoothnessMin, smoothnessMax, vl) * step(6, levels); return bands * levelStep; //return lerp(bands, Cel(threshold, smoothnessMin, smoothnessMax, v), smoothnessMin + smoothnessMax); // * step(threshold, 0) //return ceil(v * levels) / levels; } //Rampcolor when dissolving inline half3 DissolveRamp(half dissolveValue, DECLARE_TEXTURE_2D_ARGS(dissolveBorderRampTex, samplerTex), half4 dissolveBorderColor, half dissolveBorderSize, half dissolveAmount, half2 uv, half3 baseCol) { half sv = dissolveBorderSize * dissolveAmount; return lerp(baseCol, dissolveBorderColor.rgb * SampleTex2D(PASS_TEXTURE_2D(dissolveBorderRampTex, samplerTex), half2(dissolveValue * Rcp(sv), T_V)).rgb, dissolveBorderColor.a * step(dissolveValue, sv)); } //Color when dissolving inline half3 DissolveColor(half dissolveValue, half4 dissolveBorderColor, half dissolveBorderSize, half dissolveAmount, half3 baseCol) { return lerp(baseCol, dissolveBorderColor.rgb, dissolveBorderColor.a * step(dissolveValue, dissolveBorderSize * dissolveAmount)); } //Contrast - Saturation - Brightness inline half3 ColorGrading(half3 color, half brightness, half saturation, half contrast) { half3 bc = color * brightness; half i = dot(bc, REL_LUMA); #ifdef MK_FORWARD_ADD_PASS color = lerp(half3(0.0, 0.0, 0.0), lerp(half3(i, i, i), bc, saturation), contrast); #else color = lerp(half3(0.5, 0.5, 0.5), lerp(half3(i, i, i), bc, saturation), contrast); #endif return color; } inline float NoiseSimple(float3 v) { return frac(sin( dot(v, REL_LUMA * 123456.54321)) * 987654.56789); } inline half Drawn(half value, half artistic, half artisticClampMin, half artisticClampMax) { //currently implemented as soft pattern, see repo for hard pattern prototype #if SHADER_TARGET >= 35 half ddxy = fwidth(value); return lerp(artisticClampMin, 1, value) * smoothstep(artistic - HALF_MIN - ddxy, artistic + ddxy, clamp(value, artisticClampMin, artisticClampMax)); //return lerp(artisticClampMin, 1, value) * smoothstep(artistic - T_H - ddxy, artistic, clamp(value, artisticClampMin, artisticClampMax)); #else return lerp(artisticClampMin, 1, value) * smoothstep(artistic - HALF_MIN, artistic, clamp(value, artisticClampMin, artisticClampMax)); #endif } inline half Drawn(half value, half artistic, half artisticClampMax) { return Drawn(value, artistic, 0, artisticClampMax); } inline half Hatching(half3 dark, half3 bright, half value, half threshold) { //value of 0 = black, no strokes visible half stepMax = clamp(value, threshold, 1.0h) * 6.0h; half3 darkCoeff, brightCoeff; #if SHADER_TARGET >= 35 half ddxy = fwidth(value); darkCoeff = saturate(stepMax - half3(0, 1, 2) - ddxy); //half3(0, 1, 2)); 7 step brightCoeff = saturate(stepMax - half3(3, 4, 5) - ddxy); #else darkCoeff = saturate(stepMax - half3(0, 1, 2)); //half3(0, 1, 2)); 7 step brightCoeff = saturate(stepMax - half3(3, 4, 5)); #endif //step wise coeff darkCoeff.xy -= darkCoeff.yz; darkCoeff.z -= brightCoeff.x; brightCoeff.xy -= brightCoeff.yz; //last step = 0 (7max) //lerped coeff //darkCoeff = lerp(darkCoeff, half3(darkCoeff.yz, brightCoeff.x), 0.5); //brightCoeff = lerp(brightCoeff, half3(brightCoeff.yz, 0), 0.5); half3 d = dark * darkCoeff; half3 b = bright * brightCoeff; return d.b + d.g + d.r + b.b + b.g + b.r + bright.r * max(0, value - 1.0); } inline half Sketch(half vMin, half vMax, half value) { #if SHADER_TARGET >= 35 half ddxy = fwidth(value); return max(lerp(vMin - T_V - ddxy, vMax, value), 0); #else return max(lerp(vMin - T_V, vMax, value), 0); #endif } inline half Sketch(half vMax, half value) { return lerp(0, vMax, value); } //Half Lambert - Valve inline half HalfWrap(half value, half wrap) { return FastPow2(value * wrap + (1.0 - wrap)); } inline half HalfWrap(half value) { return FastPow2(value * 0.5 + 0.5); } //Unity based HSV - RGB inline half3 RGBToHSV(half3 c) { const half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g)); half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r)); half d = q.x - min(q.w, q.y); const half e = 1.0e-4; return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } inline half3 HSVToRGB(half3 c) { const half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } inline float3 VertexAnimationSine(float3 positionObject, half intensity, half3 frequency) { #ifdef MK_VERTEX_ANIMATION_STUTTER positionObject += sin((positionObject.zxx + Stutter(_Time.y, frequency.zyx)) * frequency.zyx) * intensity; #else positionObject += sin((positionObject.zxx + _Time.y) * frequency.zyx) * intensity; #endif return positionObject; } inline float3 VertexAnimationPulse(float3 positionObject, half3 normalObject, half intensity, half3 frequency) { #ifdef MK_VERTEX_ANIMATION_STUTTER //positionObject += SafeNormalizenormalObject * sin(Stutter(_Time.y, frequency.xyz) * frequency.xyz) * intensity; float3 scaleAnimation = 1.0 + sin(Stutter(_Time.y, frequency.xyz) * frequency.xyz) * intensity; float3x3 scale = float3x3 ( scaleAnimation.x, 0, 0, 0, scaleAnimation.y, 0, 0, 0, scaleAnimation.z ); positionObject = mul(scale, positionObject.xyz); #else //positionObject += normalObject * sin((_Time.y) * frequency.xyz) * intensity; float3 scaleAnimation = 1.0 + sin((_Time.y) * frequency.xyz) * intensity; float3x3 scale = float3x3 ( scaleAnimation.x, 0, 0, 0, scaleAnimation.y, 0, 0, 0, scaleAnimation.z ); positionObject = mul(scale, positionObject.xyz); #endif return positionObject; } inline float3 VertexAnimationNoise(float3 positionObject, half3 normalObject, half intensity, half3 frequency) { #ifdef MK_VERTEX_ANIMATION_STUTTER positionObject += normalObject * sin(Stutter(NoiseSimple(positionObject) * _Time.y, frequency.xyz) * frequency.xyz) * intensity; #else positionObject += normalObject * sin((NoiseSimple(positionObject) * _Time.y) * frequency.xyz) * intensity; #endif return positionObject; } #if !defined(MK_VERTEX_ANIMATION_SINE) #define PASS_VERTEX_ANIMATION_ARG(vertexAnimationMap, uv, intensity, frequency, positionObject, normalObject) vertexAnimationMap, uv, intensity, frequency, positionObject, normalObject #else #define PASS_VERTEX_ANIMATION_ARG(vertexAnimationMap, uv, intensity, frequency, positionObject, normalObject) vertexAnimationMap, uv, intensity, frequency, positionObject #endif inline float3 VertexAnimation ( sampler2D vertexAnimationMap , float2 uv , half intensity , float3 frequency , float3 positionObject #ifndef MK_VERTEX_ANIMATION_SINE , half3 normalObject #endif ) { #ifdef MK_VERTEX_ANIMATION_MAP intensity *= tex2Dlod(vertexAnimationMap, float4(uv, 0, 0)).r; #endif #if defined(MK_VERTEX_ANIMATION_PULSE) return VertexAnimationPulse(positionObject, normalObject, intensity, frequency); #elif defined(MK_VERTEX_ANIMATION_NOISE) return VertexAnimationNoise(positionObject, normalObject, intensity, frequency); #else return VertexAnimationSine(positionObject, intensity, frequency); #endif } #endif