////////////////////////////////////////////////////// // MK Toon Outline Program // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2021 All rights reserved. // ////////////////////////////////////////////////////// #ifndef MK_TOON_OUTLINE_ONLY_BASE #define MK_TOON_OUTLINE_ONLY_BASE #include "../Core.hlsl" #include "Data.hlsl" #include "../Surface.hlsl" #include "../Composite.hlsl" ///////////////////////////////////////////////////////////////////////////////////////////// // VERTEX SHADER ///////////////////////////////////////////////////////////////////////////////////////////// VertexOutputOutlineOnly OutlineVert(VertexInputOutlineOnly vertexInput) { UNITY_SETUP_INSTANCE_ID(vertexInput); VertexOutputOutlineOnly vertexOutput; INITIALIZE_STRUCT(VertexOutputOutlineOnly, vertexOutput); UNITY_TRANSFER_INSTANCE_ID(vertexInput, vertexOutput); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(vertexOutput); //texcoords #if defined(MK_TCM) vertexOutput.uv = vertexInput.texcoord0; #endif #ifdef MK_OUTLINE_MAP _OutlineSize *= tex2Dlod(_OutlineMap, float4(vertexOutput.uv, 0, 0)).r; #endif #ifdef MK_OUTLINE_NOISE _OutlineSize = lerp(_OutlineSize, _OutlineSize * NoiseSimple(normalize(vertexInput.vertex.xyz)), _OutlineNoise); #endif #ifdef MK_VERTEX_ANIMATION vertexInput.vertex.xyz = VertexAnimation(PASS_VERTEX_ANIMATION_ARG(_VertexAnimationMap, PASS_VERTEX_ANIMATION_UV(vertexOutput.uv), _VertexAnimationIntensity, _VertexAnimationFrequency.xyz, vertexInput.vertex.xyz, vertexInput.normal)); #endif #ifdef MK_OUTLINE_FADE float dist = distance(CAMERA_POSITION_WORLD , mul(MATRIX_M, float4(vertexInput.vertex.xyz, 1.0)).xyz); _OutlineSize *= saturate((dist - _OutlineFadeMin) / (_OutlineFadeMax - _OutlineFadeMin)); #endif #if defined(MK_OUTLINE_HULL_ORIGIN) //float4x4 modelMatrix = MATRIX_M; //vertexInput.vertex.xyz += SafeNormalize(vertexInput.vertex.xyz) * _OutlineSize * OUTLINE_ORIGIN_SCALE; //float3 positionWorld = mul(modelMatrix, float4(vertexInput.vertex.xyz, 1.0)).xyz; float3 scaleOrigin = 1 + _OutlineSize * OUTLINE_ORIGIN_SCALE; float3x3 scale = float3x3 ( scaleOrigin.x, 0, 0, 0, scaleOrigin.y, 0, 0, 0, scaleOrigin.z ); float3 positionWorld = mul(scale, vertexInput.vertex.xyz); positionWorld = mul(MATRIX_M, float4(positionWorld, 1.0)).xyz; #elif defined(MK_OUTLINE_HULL_OBJECT) #if defined(MK_OUTLINE_DATA_UV7) vertexInput.vertex.xyz += vertexInput.normalBaked * _OutlineSize * OUTLINE_OBJECT_SCALE; #else vertexInput.vertex.xyz += vertexInput.normal * _OutlineSize * OUTLINE_OBJECT_SCALE; #endif #endif #if defined(MK_OUTLINE_HULL_ORIGIN) vertexOutput.svPositionClip = ComputeWorldToClipSpace(positionWorld); #else //Make it pixel perfect and SCALED on different aspects and resolutions half scaledAspect = SafeDivide(REFERENCE_ASPECT.x, SafeDivide(_ScreenParams.x, _ScreenParams.y)); half scaledResolution = SafeDivide(_ScreenParams.x, REFERENCE_RESOLUTION.x); vertexOutput.svPositionClip = ComputeObjectToClipSpace(vertexInput.vertex.xyz); #if defined(MK_OUTLINE_DATA_UV7) half3 normalBakedClip = ComputeNormalObjectToClipSpace(vertexInput.normalBaked.xyz); vertexOutput.svPositionClip.xy += 2 * _OutlineSize * SafeDivide(normalBakedClip.xy, _ScreenParams.xy) * scaledAspect * scaledResolution; #else half3 normalClip = ComputeNormalObjectToClipSpace(vertexInput.normal.xyz); vertexOutput.svPositionClip.xy += 2 * _OutlineSize * SafeDivide(normalClip.xy, _ScreenParams.xy) * scaledAspect * scaledResolution; #endif #endif #if defined(MK_VERTCLR) || defined(MK_POLYBRUSH) vertexOutput.color = vertexInput.color; #endif #if defined(MK_PARALLAX) vertexOutput.viewTangent = ComputeViewTangent(ComputeViewObject(vertexInput.vertex.xyz), vertexInput.normal, vertexInput.tangent, cross(vertexInput.normal, vertexInput.tangent.xyz) * vertexInput.tangent.w * unity_WorldTransformParams.w); #endif #ifdef MK_FOG vertexOutput.fogFactor = FogFactorVertex(vertexOutput.svPositionClip.z); #endif #ifdef MK_POS_CLIP vertexOutput.positionClip = vertexOutput.svPositionClip; #endif #ifdef MK_POS_NULL_CLIP vertexOutput.nullClip = ComputeObjectToClipSpace(0); #endif #ifdef MK_FLIPBOOK vertexOutput.flipbookUV.xy = VERTEX_INPUT.texcoord0.zw; vertexOutput.flipbookUV.z = VERTEX_INPUT.texcoordBlend; #endif return vertexOutput; } ///////////////////////////////////////////////////////////////////////////////////////////// // FRAGMENT SHADER ///////////////////////////////////////////////////////////////////////////////////////////// half4 OutlineFrag(VertexOutputOutlineOnly vertexOutput) : SV_Target { UNITY_SETUP_INSTANCE_ID(vertexOutput); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(vertexOutput); MKSurfaceData surfaceData = ComputeSurfaceData ( PASS_POSITION_WORLD_ARG(0) PASS_FOG_FACTOR_WORLD_ARG(vertexOutput.fogFactor) PASS_BASE_UV_ARG(float4(vertexOutput.uv.xy, 0, 0)) PASS_LIGHTMAP_UV_ARG(0) PASS_VERTEX_COLOR_ARG(vertexOutput.color) PASS_NORMAL_WORLD_ARG(1) PASS_VERTEX_LIGHTING_ARG(0) PASS_TANGENT_WORLD_ARG(1) PASS_VIEW_TANGENT_ARG(vertexOutput.viewTangent) PASS_BITANGENT_WORLD_ARG(1) PASS_POSITION_CLIP_ARG(vertexOutput.positionClip) PASS_NULL_CLIP_ARG(vertexOutput.nullClip) PASS_FLIPBOOK_UV_ARG(vertexOutput.flipbookUV) ); Surface surface = InitSurface(surfaceData, PASS_TEXTURE_2D(_AlbedoMap, SAMPLER_REPEAT_MAIN), autoLP4(_OutlineColor.rgb, _AlbedoColor.a)); MKPBSData pbsData = ComputePBSData(surface, surfaceData); Composite(surface, surfaceData, pbsData); return surface.final; } #endif