77 lines
2.8 KiB
HLSL
77 lines
2.8 KiB
HLSL
//////////////////////////////////////////////////////
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// MK Toon Depth Only Program //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2021 All rights reserved. //
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//////////////////////////////////////////////////////
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#ifndef MK_TOON_DEPTH_ONLY
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#define MK_TOON_DEPTH_ONLY
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#include "../Core.hlsl"
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#include "Data.hlsl"
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#include "../Surface.hlsl"
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/////////////////////////////////////////////////////////////////////////////////////////////
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// VERTEX SHADER
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/////////////////////////////////////////////////////////////////////////////////////////////
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VertexOutputDepthOnly DepthOnlyVert(VertexInputDepthOnly vertexInput)
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{
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UNITY_SETUP_INSTANCE_ID(vertexInput);
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VertexOutputDepthOnly vertexOutput;
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INITIALIZE_STRUCT(VertexOutputDepthOnly, vertexOutput);
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UNITY_TRANSFER_INSTANCE_ID(vertexInput, vertexOutput);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(vertexOutput);
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#ifdef MK_VERTEX_ANIMATION
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vertexInput.vertex.xyz = VertexAnimation(PASS_VERTEX_ANIMATION_ARG(_VertexAnimationMap, PASS_VERTEX_ANIMATION_UV(vertexInput.texcoord0.xy), _VertexAnimationIntensity, _VertexAnimationFrequency.xyz, vertexInput.vertex.xyz, vertexInput.normal));
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#endif
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vertexOutput.svPositionClip = mul(MATRIX_MVP, float4(vertexInput.vertex.xyz, 1.0));
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#if defined(MK_VERTCLR) || defined(MK_POLYBRUSH)
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vertexOutput.color = vertexInput.color;
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#endif
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//texcoords
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#if defined(MK_TCM)
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vertexOutput.uv = vertexInput.texcoord0.xy;
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#endif
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#if defined(MK_PARALLAX)
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vertexOutput.viewTangent = ComputeViewTangent(ComputeViewObject(vertexInput.vertex.xyz), vertexInput.normal, vertexInput.tangent, cross(vertexInput.normal, vertexInput.tangent.xyz) * vertexInput.tangent.w * unity_WorldTransformParams.w);
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#endif
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return vertexOutput;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// FRAGMENT SHADER
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/////////////////////////////////////////////////////////////////////////////////////////////
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half4 DepthOnlyFrag(VertexOutputDepthOnly vertexOutput) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(vertexOutput);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(vertexOutput);
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MKSurfaceData surfaceData = ComputeSurfaceData
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(
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PASS_POSITION_WORLD_ARG(0)
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PASS_FOG_FACTOR_WORLD_ARG(0)
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PASS_BASE_UV_ARG(float4(vertexOutput.uv, 0, 0))
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PASS_LIGHTMAP_UV_ARG(0)
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PASS_VERTEX_COLOR_ARG(vertexOutput.color)
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PASS_NORMAL_WORLD_ARG(1)
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PASS_VERTEX_LIGHTING_ARG(0)
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PASS_TANGENT_WORLD_ARG(1)
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PASS_VIEW_TANGENT_ARG(vertexOutput.viewTangent)
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PASS_BITANGENT_WORLD_ARG(1)
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PASS_POSITION_CLIP_ARG(0)
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PASS_NULL_CLIP_ARG(0)
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PASS_FLIPBOOK_UV_ARG(0)
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);
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Surface surface = InitSurface(surfaceData, PASS_TEXTURE_2D(_AlbedoMap, SAMPLER_REPEAT_MAIN), _AlbedoColor);
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return 0;
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}
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#endif |