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Toon Shading/Demo(Can be delete)/Plugins/Shaders/GradientSkybox.shader @@ -0,0 +1,84 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' +/* +Copyright (C) 2013 Keijiro Takahashi + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +*/ +Shader "Skybox/Gradient Skybox" +{ + Properties + { + _Color1 ("Color 1", Color) = (1, 1, 1, 0) + _Color2 ("Color 2", Color) = (1, 1, 1, 0) + _UpVector ("Up Vector", Vector) = (0, 1, 0, 0) + _Intensity ("Intensity", Float) = 1.0 + _Exponent ("Exponent", Float) = 1.0 + // The properties below are used in the custom inspector. + _UpVectorPitch ("Up Vector Pitch", float) = 0 + _UpVectorYaw ("Up Vector Yaw", float) = 0 + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct appdata + { + float4 position : POSITION; + float3 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 position : SV_POSITION; + float3 texcoord : TEXCOORD0; + }; + + half4 _Color1; + half4 _Color2; + half4 _UpVector; + half _Intensity; + half _Exponent; + + v2f vert(appdata v) + { + v2f o; + o.position = UnityObjectToClipPos(v.position); + o.texcoord = v.texcoord; + return o; + } + + fixed4 frag(v2f i) : COLOR + { + half d = dot(normalize(i.texcoord), _UpVector) * 0.5f + 0.5f; + return lerp(_Color1, _Color2, pow(d, _Exponent)) * _Intensity; + } + + ENDCG + + SubShader + { + Tags { "RenderType" = "Background" "Queue" = "Background" } + Pass + { + ZWrite Off + Cull Off + Fog + { + Mode Off + } + CGPROGRAM + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vert + #pragma fragment frag + ENDCG + + } + } + CustomEditor "GradientSkyboxInspector" +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/Shaders/GradientSkybox.shader.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/Shaders/GradientSkybox.shader.meta new file mode 100644 index 0000000..d8f4b14 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/Shaders/GradientSkybox.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f4f94670d5f7d274da550a5aef7050c3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone.meta new file mode 100644 index 0000000..db4e4cf --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 51e58b7675ab2fc46a21d7a10a3cd705 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor.meta new file mode 100644 index 0000000..db23bce --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a029fe02fe6dfb34b8eaaf71dcbc88af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor/SpringBoneEditor.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor/SpringBoneEditor.cs new file mode 100644 index 0000000..365a9ce --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor/SpringBoneEditor.cs @@ -0,0 +1,80 @@ +/* +Sprint Bone Source : https://github.com/yangrc1234/SpringBone + +MIT License + +Copyright (c) 2017 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +[CanEditMultipleObjects] +[CustomEditor(typeof(SpringBone))] +public class SpringBoneEditor : Editor +{ + public override void OnInspectorGUI() + { + var t = target as SpringBone; + var so = new SerializedObject(t); + EditorGUILayout.PropertyField(so.FindProperty("springEnd")); + + EditorGUILayout.HelpBox("If you have don't have other(e.g. Animator) controlling rotation of this gameobject, enable this to fix its rotation. Otherwise don't use it.", MessageType.Info); + EditorGUILayout.PropertyField(so.FindProperty("useSpecifiedRotation"), new GUIContent("Use custom rotation?")); + if (t.useSpecifiedRotation) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(so.FindProperty("customRotation")); + if (GUILayout.Button("Copy current rotation")) + { + t.customRotation = t.transform.localRotation.eulerAngles; + } + EditorGUI.indentLevel--; + } + + EditorGUILayout.LabelField("Forces"); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(so.FindProperty("stiffness")); + EditorGUILayout.PropertyField(so.FindProperty("bounciness")); + EditorGUILayout.PropertyField(so.FindProperty("dampness")); + EditorGUI.indentLevel--; + so.ApplyModifiedProperties(); + } + + private void OnSceneGUI() + { + var t = target as SpringBone; + var so = new SerializedObject(t); + Handles.DrawDottedLine(t.transform.position, t.transform.TransformPoint(t.springEnd), 4.0f); + var currentPos = t.transform.TransformPoint(t.springEnd); + var size = HandleUtility.GetHandleSize(currentPos) * 0.2f; + EditorGUI.BeginChangeCheck(); + var fmh_72_59_638347181710768431 = Quaternion.identity; var movedPos = Handles.FreeMoveHandle(currentPos, size, Vector3.one * 0.5f, Handles.SphereHandleCap); + if (EditorGUI.EndChangeCheck()) + { + so.FindProperty("springEnd").vector3Value = + t.transform.InverseTransformPoint(movedPos); + so.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor/SpringBoneEditor.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor/SpringBoneEditor.cs.meta new file mode 100644 index 0000000..ac05084 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/Editor/SpringBoneEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4843a08b044e0f5469c63b0c787fa4c4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/SpringBone.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/SpringBone.cs new file mode 100644 index 0000000..436f456 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Plugins/SprintBone/SpringBone.cs @@ -0,0 +1,117 @@ +/* +Sprint Bone Source : https://github.com/yangrc1234/SpringBone + +MIT License + +Copyright (c) 2017 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SpringBone : MonoBehaviour +{ + + public Vector3 springEnd = Vector3.left; + + private float springLength + { + get + { + return springEnd.magnitude; + } + } + + public bool useSpecifiedRotation; + + public Vector3 customRotation; + + public float stiffness = 1.0f; + + public float bounciness = 40.0f; + + [Range(0.0f, 0.9f)] + public float dampness = 0.1f; + + // Use this for initialization + void Start() + { + currentTipPos = transform.TransformPoint(springEnd); + if (transform.parent != null) + { + parBone = transform.parent.GetComponentInParent(); + } + } + + private bool updated = false; + // Update is called once per frame + void Update() + { + updated = false; + } + + private void LateUpdate() + { + UpdateSpring(); + + /* + Debug.DrawLine(currentTipPos - Vector3.right * 1, currentTipPos + Vector3.right * 1); + Debug.DrawLine(currentTipPos - Vector3.up * 1, currentTipPos + Vector3.up * 1); + Debug.DrawLine(currentTipPos - Vector3.forward * 1, currentTipPos + Vector3.forward * 1);*/ + } + + Vector3 currentTipPos; + SpringBone parBone; + Vector3 velocity; //current velocity of tip. + + private void UpdateSpring() + { + if (updated) + return; + if (parBone != null) + parBone.UpdateSpring(); //make sure update is from parent to child. ( or things will just mess up :D) + + updated = true; + + var lastFrameTip = currentTipPos; + + if (useSpecifiedRotation) + transform.localRotation = Quaternion.Euler(customRotation); + + currentTipPos = transform.TransformPoint(springEnd); + + var force = bounciness * (currentTipPos - lastFrameTip); //spring force. + + force += stiffness * (currentTipPos - transform.position).normalized; //stiffness + + force -= dampness * velocity; //damp force. + + velocity = velocity + force * Time.deltaTime; //v = v0 + at. we don't need integration here, you won't notice any "wrong". + + currentTipPos = lastFrameTip + velocity * Time.deltaTime; //s = s0 + vt + + currentTipPos = springLength * (currentTipPos - transform.position).normalized + transform.position; //clamp length. + + transform.rotation = + Quaternion.FromToRotation(transform.TransformDirection(springEnd), (currentTipPos - transform.position).normalized) + * transform.rotation; + } +} \ No newline at end of file diff --git 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delete)/Scripts/CameraController.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/CameraController.cs new file mode 100644 index 0000000..96fe2c7 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/CameraController.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace OToon +{ + + public class CameraController : MonoBehaviour + { + public Transform Target; + public Transform[] Rotator; + public float Speed = 50f; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (Input.GetKey(KeyCode.LeftArrow)) + { + if (Target != null) + Target.Rotate(new Vector3(0, Speed, 0) * Time.deltaTime); + foreach (var obj in Rotator) + { + obj.Rotate(new Vector3(0, Speed, 0) * Time.deltaTime); + } + } + + if (Input.GetKey(KeyCode.RightArrow)) + { + if (Target != null) + Target.Rotate(new Vector3(0, -Speed, 0) * Time.deltaTime); + foreach (var obj in Rotator) + { + obj.Rotate(new Vector3(0, -Speed, 0) * Time.deltaTime); + } + } + + if (Input.GetKey(KeyCode.UpArrow)) + { + transform.position += Vector3.forward * 5 * Time.deltaTime; + } + + if (Input.GetKey(KeyCode.DownArrow)) + { + transform.position -= Vector3.forward * 5 * Time.deltaTime; + } + } + } + +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/CameraController.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/CameraController.cs.meta new file mode 100644 index 0000000..ac81a44 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/CameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e0af1fd4b21f63648ace067f5bc3f3d7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/DitherByCameraDistance.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/DitherByCameraDistance.cs new file mode 100644 index 0000000..f1f32e6 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/DitherByCameraDistance.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DitherByCameraDistance : MonoBehaviour +{ + public float MinDistance; + public float MaxDistance; + public float DitherSize; + + + // Update is called once per frame + void Update() + { + + var distance = (Camera.main.transform.position - transform.position).magnitude; + var distance01 = MinDistance + (distance) * (MaxDistance - MinDistance) / (1000); + foreach (var renderer in GetComponentsInChildren()) + { + renderer.material.SetFloat("_DitherThreshold", distance01); + renderer.material.SetFloat("_DitherTexelSize", DitherSize); + } + } +} diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/DitherByCameraDistance.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/DitherByCameraDistance.cs.meta new file mode 100644 index 0000000..0104991 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/DitherByCameraDistance.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e56a00a9a690f5841b960420114b387c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/PingPongMove.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/PingPongMove.cs new file mode 100644 index 0000000..2caac74 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/PingPongMove.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PingPongMove : MonoBehaviour +{ + public float m_speed = 1f; + public Vector3 m_movement; + private Vector3 m_originPos; + // Start is called before the first frame update + void Start() + { + m_originPos = transform.position; + } + + // Update is called once per frame + void Update() + { + transform.position = Mathf.Sin(Time.time * m_speed) * m_movement + m_originPos; + } +} diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/PingPongMove.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/PingPongMove.cs.meta new file mode 100644 index 0000000..88736b8 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/PingPongMove.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6894fa621c3295e43901189004ef1108 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/Rotator.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/Rotator.cs new file mode 100644 index 0000000..0570bab --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/Rotator.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace OToon +{ + + public class Rotator : MonoBehaviour + { + public Vector3 Rotation; + private float Elapsed; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + Elapsed += Time.deltaTime; + if (Elapsed >= 100) + { + Elapsed = 0; + } + transform.rotation = Quaternion.Euler(50, 50 * Mathf.Sin(Elapsed * 2), 0); + // transform.Rotate(Rotation * Time.deltaTime * Mathf.Sin(Elapsed)); + } + } + +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/Rotator.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/Rotator.cs.meta new file mode 100644 index 0000000..5efd737 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/Rotator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db8cb1f9478666c4d9af08eca6294f05 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/SceneHintController.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/SceneHintController.cs new file mode 100644 index 0000000..b529ac1 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/SceneHintController.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace OToon +{ + public class SceneHintController : MonoBehaviour + { + // Start is called before the first frame update + void Start() + { + gameObject.SetActive(false); + } + } +} diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/SceneHintController.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/SceneHintController.cs.meta new file mode 100644 index 0000000..7cd9f6f --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/SceneHintController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b35f42f1d5c678748b575743512103f0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/ShowcaseDemoController.cs b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/ShowcaseDemoController.cs new file mode 100644 index 0000000..2e82c1b --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/ShowcaseDemoController.cs @@ -0,0 +1,122 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace OToon +{ + public class ShowcaseDemoController : MonoBehaviour + { + + public Animator[] m_models; + public Transform m_modelRoot; + public GameObject m_lightsRoot; + public Transform[] m_camPoints; + public Light m_mainLight; + public Slider m_lightDirectionSlider; + private Transform m_camTrans; + public GameObject[] m_cameraHints; + public GameObject[] m_modelButtons; + private int m_index = 0; + private int m_camIndex = 0; + private bool m_lightsOn = true; + private bool m_isfirstTimeSwitch = true; + private bool[] m_hintsOpened; + private void Start() + { + m_hintsOpened = new bool[m_cameraHints.Length]; + for (int i = 0; i < m_hintsOpened.Length; i++) + { + m_hintsOpened[i] = false; + } + m_camTrans = Camera.main.transform; + m_lightDirectionSlider.onValueChanged.AddListener(OnMainLightDirectionSliderUpdate); + EnableAdditionalLights(m_lightsOn); + m_models = m_modelRoot.GetComponentsInChildren(true); + SelectModule(m_index); + m_hintsOpened[0] = true; + } + + private void Update() + { + m_camTrans.position = Vector3.Lerp(m_camTrans.position, m_camPoints[m_camIndex].position, 1 - Mathf.Exp(-2f * Time.deltaTime)); + m_camTrans.rotation = Quaternion.Slerp(m_camTrans.rotation, m_camPoints[m_camIndex].rotation, 1 - Mathf.Exp(-2f * Time.deltaTime)); + } + + private void SelectModule(int index) + { + m_models[index].gameObject.SetActive(true); + } + + public void OnMainLightDirectionSliderUpdate(float value) + { + m_mainLight.transform.eulerAngles = new Vector3(50, -30 + value * 180, 0); + } + + private void EnableAdditionalLights(bool enabled) + { + foreach (var light in m_lightsRoot.GetComponentsInChildren()) + { + light.enabled = enabled; + } + + foreach (var text in m_lightsRoot.GetComponentsInChildren()) + { + text.enabled = enabled; + } + + foreach (var renderer in m_lightsRoot.GetComponentsInChildren()) + { + renderer.enabled = enabled; + } + } + + public void SwitchCameraPos() + { + m_cameraHints[m_camIndex].SetActive(false); + m_camIndex++; + if (m_camIndex >= m_camPoints.Length) + { + m_camIndex = 0; + } + if (m_hintsOpened[m_camIndex] == false) + { + m_hintsOpened[m_camIndex] = true; + m_cameraHints[m_camIndex].SetActive(true); + } + foreach (var btn in m_modelButtons) + { + btn.SetActive(m_camIndex == 0); + } + } + + public void ToggleAdditionalLightEnabled() + { + m_lightsOn = !m_lightsOn; + EnableAdditionalLights(m_lightsOn); + } + + public void OnNext() + { + m_models[m_index].gameObject.SetActive(false); + m_index++; + if (m_index >= m_models.Length) + { + m_index = 0; + } + SelectModule(m_index); + } + + public void OnPrevious() + { + m_models[m_index].gameObject.SetActive(false); + m_index--; + if (m_index < 0) + { + m_index = m_models.Length - 1; + } + SelectModule(m_index); + } + } + +} diff --git a/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/ShowcaseDemoController.cs.meta b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/ShowcaseDemoController.cs.meta new file mode 100644 index 0000000..53b109a --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scripts/ShowcaseDemoController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c359f0cf48cddf428d98f2f04c8172c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/OToon Manual.pdf b/Assets/OToon- URP Toon Shading/OToon Manual.pdf new file mode 100644 index 0000000..d7fb9b5 Binary files /dev/null and b/Assets/OToon- URP Toon Shading/OToon Manual.pdf differ diff --git a/Assets/OToon- URP Toon Shading/OToon Manual.pdf.meta b/Assets/OToon- URP Toon Shading/OToon Manual.pdf.meta new file mode 100644 index 0000000..f8d2c10 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/OToon Manual.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 16fad56b8d4f7fe4d806bdba58e59a46 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/ReadMe (If you're using Unity 2021 & 2022).md b/Assets/OToon- URP Toon Shading/ReadMe (If you're using Unity 2021 & 2022).md new file mode 100644 index 0000000..347aadc --- /dev/null +++ b/Assets/OToon- URP Toon Shading/ReadMe (If you're using Unity 2021 & 2022).md @@ -0,0 +1,32 @@ +//2023-7--19 +For all users use Unity 2021 & Unity 2022. In order to make the compatible with URP 12 & URP14. Please import the **Unity_2021_2022_upgrade.package** as well. +This pacakge contains required files for Unity 2021+. + +OToon is a uber shader aim to create stylized shading for Unity while provide beginner-freindly UI & easy to use parameters to setup. It has numerous feature that are essential to create eye-popping toon shaded objects. + +For online documentation please visit **https://erichu33.notion.site/OToonManual-84e5ae8097744a69937ce2c354e2efcf** + +//////////////////////////////// +About demo assets inside this package : +//////////////////////////////// + +The following folders contains unity standard assets that are only for demonstration. I did not own these assets. + +Assets\Otoon\Demo(Can be delete)\Plugins\3D Game Kit - Character Pack +Assets\Otoon\Demo(Can be delete)\Plugins\Robot Kyle + +The following folders contains assets provide by © Unity Technologies Japan/UCL. I did not own these assets. + +Assets\Otoon\Demo(Can be delete)\Plugins\unity-chan! +Assets\Otoon\Demo(Can be delete)\Plugins\UnityChanSSU + +//////////////////////////////// +About Demo Scenes +//////////////////////////////// +I highly recommend you to go through scenes under `Assets/OToon- URP Toon Shading/Demo(Can be delete)/Scenes/1 Tutorials` +to have a better understand how OToon's shader works. + +//////////////////////////////// +Contatcts +//////////////////////////////// +For customer service please mail to **erichobbygames@gmail.com** \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/ReadMe (If you're using Unity 2021 & 2022).md.meta b/Assets/OToon- URP Toon Shading/ReadMe (If you're using Unity 2021 & 2022).md.meta new file mode 100644 index 0000000..af42308 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/ReadMe (If you're using Unity 2021 & 2022).md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 896a0b16f77708b48bb64aeacfcdb92e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders.meta b/Assets/OToon- URP Toon Shading/Shaders.meta new file mode 100644 index 0000000..0390135 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a27052feecf57fa4781e0024d55624aa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor.meta new file mode 100644 index 0000000..5db3c35 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 36def99d37f5bb946b7626443b821659 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/AssetSingleton.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/AssetSingleton.cs new file mode 100644 index 0000000..c04a4f4 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/AssetSingleton.cs @@ -0,0 +1,47 @@ +using System.IO; +using UnityEditor; +using UnityEngine; + +public class AssetSingleton : ScriptableObject where T : ScriptableObject +{ + private const string folderPath = "Assets/OToon- URP Toon Shading/Data/"; + private static string GetFilePath() + { + return folderPath + typeof(T).Name + ".asset"; + } + static T s_Instance; + + public static T instance + { + get + { + if (s_Instance == null) + CreateAndLoad(); + + return s_Instance; + } + } + + private static void CreateAndLoad() + { + var asset = AssetDatabase.LoadAssetAtPath(GetFilePath()); + if (asset == null) + { + var filePath = GetFilePath(); + var folderPath = Path.GetDirectoryName(filePath); + if (!Directory.Exists(folderPath)) + { + Directory.CreateDirectory(folderPath); + } + T t = CreateInstance(); + AssetDatabase.CreateAsset(t, filePath); + AssetDatabase.SaveAssets(); + s_Instance = t; + } + else + { + s_Instance = AssetDatabase.LoadAssetAtPath(GetFilePath()); + } + } + +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/AssetSingleton.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/AssetSingleton.cs.meta new file mode 100644 index 0000000..67ab48e --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/AssetSingleton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d1a93c28ac8499445a1b69887608f317 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/EditorGUIhelper.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/EditorGUIhelper.cs new file mode 100644 index 0000000..5eab1fd --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/EditorGUIhelper.cs @@ -0,0 +1,387 @@ +using System; +using System.Collections.Generic; +using System.Reflection; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering.Universal; +namespace OToon +{ + public static class EditorGUIHelper + { + private static Color EnabledColor = new Color(153f / 255f, 204f / 255f, 255f / 255f, 1); + private static Color SubEnabledColor = new Color(133f / 255f, 255f / 255f, 166f / 255f, 1); + private static Color SubDisabledColor = new Color(128f / 255f, 128f / 255f, 130f / 255f, 1); + + public static GUILayoutOption[] shortButtonStyle = new GUILayoutOption[] { GUILayout.Width(130) }; + public static void AutoSetUpRendererFeatureButton(this SerializedObject target, string buttonText, UniversalRendererData data, ScriptableRendererFeature feature) where T : ScriptableObject + { + if (GUILayout.Button(buttonText, shortButtonStyle)) + { + if (feature != null) + { + feature.SetActive(true); + EditorUtility.SetDirty(data); + AssetDatabase.SaveAssets(); + } + else + { + var newRenderFeature = ScriptableObject.CreateInstance() as T; + newRenderFeature.name = "Custom Pass"; + var serializedFeature = new SerializedObject(newRenderFeature); + var layerProp = serializedFeature.FindProperty("mask"); + var eventProp = serializedFeature.FindProperty("Event"); + layerProp.intValue = 1; + eventProp.intValue = 250; + EditorUtility.SetDirty(newRenderFeature); + serializedFeature.ApplyModifiedProperties(); + AssetDatabase.AddObjectToAsset(newRenderFeature, data); + AssetDatabase.TryGetGUIDAndLocalFileIdentifier(newRenderFeature, out var guid, out long localId); + var rendererFeatures = target.FindProperty("m_RendererFeatures"); + var rendererFeaturesMap = target.FindProperty("m_RendererFeatureMap"); + // Grow the list first, then add - that's how serialized lists work in Unity + rendererFeatures.arraySize++; + SerializedProperty componentProp = rendererFeatures.GetArrayElementAtIndex(rendererFeatures.arraySize - 1); + componentProp.objectReferenceValue = newRenderFeature; + + // Update GUID Map + rendererFeaturesMap.arraySize++; + SerializedProperty guidProp = rendererFeaturesMap.GetArrayElementAtIndex(rendererFeaturesMap.arraySize - 1); + guidProp.longValue = localId; + EditorUtility.SetDirty(data); + EditorUtility.SetDirty(newRenderFeature); + target.ApplyModifiedProperties(); + AssetDatabase.SaveAssets(); + } + } + } + + private static int GetDefaultRendererIndex(UniversalRenderPipelineAsset asset) + { + return (int)typeof(UniversalRenderPipelineAsset).GetField("m_DefaultRendererIndex", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(asset); + } + + public static ScriptableRendererData GetDefaultRenderer() + { + if (UniversalRenderPipeline.asset) + { + ScriptableRendererData[] rendererDataList = (ScriptableRendererData[])typeof(UniversalRenderPipelineAsset) + .GetField("m_RendererDataList", BindingFlags.NonPublic | BindingFlags.Instance) + .GetValue(UniversalRenderPipeline.asset); + int defaultRendererIndex = GetDefaultRendererIndex(UniversalRenderPipeline.asset); + + return rendererDataList[defaultRendererIndex]; + } + else + { + Debug.LogWarning("No Universal Render Pipeline is currently active."); + return null; + } + } + + public static void ToggleRendererFeature(UniversalRendererData data, ScriptableRendererFeature feature) + { + + if (feature.isActive) + { + if (GUILayout.Button("Turn Off", shortButtonStyle)) + { + feature.SetActive(false); + EditorUtility.SetDirty(data); + AssetDatabase.SaveAssets(); + } + } + else + { + if (GUILayout.Button("Turn On", shortButtonStyle)) + { + feature.SetActive(true); + EditorUtility.SetDirty(data); + AssetDatabase.SaveAssets(); + } + } + + } + + public static bool Foldout(this MaterialEditor materialEditor, bool display, string title, bool contentEnabled = false, bool showColorPreview = false, string colorPropName = "", bool showAlphaValue = false) + { + EditorGUI.indentLevel++; + EditorGUILayout.Space(10); + var origin = GUI.color; + if (contentEnabled) + GUI.color = EnabledColor; + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + if (showColorPreview) + { + style.padding = new RectOffset(15, 100, 0, 0); + } + style.fontSize = 15; + style.fixedHeight = 28; + style.contentOffset = new Vector2(20f, -2f); + var rect = GUILayoutUtility.GetRect(16f, 28f, style); + GUI.Box(rect, title, style); + if (showAlphaValue && showColorPreview && Screen.width > 350) + { + var alphaRect = new Rect(Screen.width - 100, rect.y + 4f, 100f, 13f); + var material = materialEditor.target as Material; + var previewAlpha = material.GetColor(colorPropName).a; + GUI.Label(alphaRect, "Alpha: " + (int)(previewAlpha * 100) + " % "); + } + + var e = Event.current; + + var toggleRect = new Rect(rect.x + 4f, rect.y + 4f, 13f, 13f); + if (e.type == EventType.Repaint) + { + EditorStyles.foldout.Draw(toggleRect, false, false, display, false); + } + + + if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) + { + display = !display; + e.Use(); + } + GUI.color = origin; + + if (showColorPreview) + { + var material = materialEditor.target as Material; + var previewColor = material.GetColor(colorPropName); + var colorPreviewRect = new Rect(toggleRect.x + 15f, toggleRect.y, 13f, 13f); + var previewColorStyle = new GUIStyle("Grad Up Swatch"); + GUI.color = previewColor; + GUI.Label(colorPreviewRect, "", previewColorStyle); + GUI.color = origin; + + } + return display; + } + + public static bool FoldoutSubMenu(bool display, string title, bool contentEnabled = false) + { + var origin = GUI.color; + GUI.color = contentEnabled ? SubEnabledColor : SubDisabledColor; + var style = new GUIStyle("ShurikenModuleTitle"); + style.font = new GUIStyle(EditorStyles.boldLabel).font; + style.border = new RectOffset(15, 7, 4, 4); + style.margin = new RectOffset(30, 7, 0, 0); + style.padding = new RectOffset(5, 7, 4, 4); + style.fontSize = 14; + style.fixedHeight = 22; + style.contentOffset = new Vector2(20f, -2f); + + var rect = GUILayoutUtility.GetRect(16f, 22f, style); + GUI.Box(rect, title, style); + var e = Event.current; + + var toggleRect = new Rect(rect.x + 5, rect.y + 2f, 13f, 13f); + if (e.type == EventType.Repaint) + { + EditorStyles.foldout.Draw(toggleRect, false, false, display, false); + } + + if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) + { + display = !display; + e.Use(); + } + GUI.color = origin; + + return display; + } + + public static void DrawKeywordToggle(this MaterialEditor materialEditor, MaterialProperty prop, string keyword, string display) + { + var material = materialEditor.target as Material; + materialEditor.ShaderProperty(prop, display); + if (!material.IsKeywordEnabled(keyword) && prop.floatValue == 1f) + { + material.EnableKeyword(keyword); + } + else if (material.IsKeywordEnabled(keyword) && prop.floatValue == 0f) + { + material.DisableKeyword(keyword); + } + } + + public static int CheckIndentLevel(int originIndent, MaterialProperty property) + { + if (property.displayName.Contains("[Indent]")) + { + EditorGUI.indentLevel += 1; + } + if (property.displayName.Contains("[ResumeIndent]")) + { + EditorGUI.indentLevel -= 1; + } + return EditorGUI.indentLevel; + } + + public static void DrawOverlayModeButtons(this MaterialEditor materialEditor, MaterialProperty haftone, MaterialProperty hatching) + { + var buttonWidthOffset = 0.9f / 3f; + GUILayoutOption[] middleButtonStyle = new GUILayoutOption[] { GUILayout.Width(EditorGUIUtility.currentViewWidth * buttonWidthOffset) }; + var style = new GUIStyle("IN TitleText"); + style.fontSize = 13; + EditorGUILayout.LabelField("Stylized Overlay Mode", style); + GUILayout.Space(5); + GUILayout.BeginHorizontal(); + GUILayout.Space(15); + var originColor = GUI.backgroundColor; + GUI.backgroundColor = (haftone.floatValue == 0 && hatching.floatValue == 0) ? EnabledColor : originColor; + if (GUILayout.Button("Off", middleButtonStyle)) + { + haftone.floatValue = 0; + hatching.floatValue = 0; + } + GUI.backgroundColor = (haftone.floatValue == 1 && hatching.floatValue == 0) ? EnabledColor : originColor; + if (GUILayout.Button("Halftone", middleButtonStyle)) + { + haftone.floatValue = 1; + hatching.floatValue = 0; + } + GUI.backgroundColor = (haftone.floatValue == 0 && hatching.floatValue == 1) ? EnabledColor : originColor; + if (GUILayout.Button("Hatching", middleButtonStyle)) + { + haftone.floatValue = 0; + hatching.floatValue = 1; + } + GUI.backgroundColor = originColor; + GUILayout.EndHorizontal(); + GUILayout.Space(15); + } + + public static void DrawHalfToneStandard(this MaterialEditor materialEditor, MaterialProperty property) + { + var buttonWidthOffset = 0.9f / 3f; + GUILayoutOption[] middleButtonStyle = new GUILayoutOption[] { GUILayout.Width(EditorGUIUtility.currentViewWidth * buttonWidthOffset) }; + var material = materialEditor.target as Material; + if (property.name == "_HalfTonePatternMap" && !material.IsKeywordEnabled("_HALFTONESHAPE_CUSTOM")) + return; + materialEditor.DrawStandard(property); + } + + public static void DrawToonStandard(this MaterialEditor materialEditor, MaterialProperty property, MaterialProperty useRampColor, bool showRampColorButton = false) + { + var buttonWidthOffset = showRampColorButton ? 0.9f / 3f : 0.9f / 2f; + GUILayoutOption[] middleButtonStyle = new GUILayoutOption[] { GUILayout.Width(EditorGUIUtility.currentViewWidth * buttonWidthOffset) }; + var material = materialEditor.target as Material; + if (property.name.Contains("_StepViaRampTexture")) + { + var style = new GUIStyle("IN TitleText"); + style.fontSize = 13; + EditorGUILayout.LabelField("Toon Shading Mode", style); + var originColor = GUI.backgroundColor; + GUILayout.Space(5); + GUILayout.BeginHorizontal(); + GUILayout.Space(15); + GUI.backgroundColor = (property.floatValue == 0) && useRampColor.floatValue == 0 ? EnabledColor : originColor; + if (GUILayout.Button("1 Step Only", middleButtonStyle)) + { + property.floatValue = 0; + useRampColor.floatValue = 0; + } + GUI.backgroundColor = property.floatValue == 1 && useRampColor.floatValue == 0 ? EnabledColor : originColor; + if (GUILayout.Button("Diffuse Ramp", middleButtonStyle)) + { + + property.floatValue = 1; + useRampColor.floatValue = 0; + } + if (showRampColorButton) + { + GUI.backgroundColor = useRampColor.floatValue == 1 ? EnabledColor : originColor; + if (GUILayout.Button("Color Ramp", middleButtonStyle)) + { + property.floatValue = 1; + useRampColor.floatValue = 1; + } + } + GUI.backgroundColor = originColor; + GUILayout.EndHorizontal(); + return; + } + materialEditor.DrawStandard(property); + } + + public static void DrawOutlineProp(this MaterialEditor materialEditor, MaterialProperty property) + { + var material = materialEditor.target as Material; + if (material.GetFloat("_OutlineMode") == 0 && property.displayName.Contains("[1]")) + return; + string displayName = property.displayName; + // Remove everything in square brackets. + displayName = Regex.Replace(displayName, @" ?\[.*?\]", string.Empty); + var guiContent = new GUIContent(displayName); + materialEditor.ShaderProperty(property, guiContent); + } + + public static void DrawStandard(this MaterialEditor materialEditor, MaterialProperty property) + { + if (property.displayName.Contains("[Hide]")) + return; + string displayName = property.displayName; + // Remove everything in square brackets. + displayName = Regex.Replace(displayName, @" ?\[.*?\]", string.Empty); + var tooltip = OtoonToolTip.Tips.ContainsKey(property.name) ? OtoonToolTip.Tips[property.name] : ""; + var guiContent = new GUIContent(displayName, tooltip); + + if (property.displayName.Contains("[SinglelineTexture]")) + { + GUILayout.Space(5); + materialEditor.TexturePropertySingleLine(guiContent, property); + } + else + { + materialEditor.ShaderProperty(property, guiContent); + } + if (property.displayName.Contains("[AlphaBlend]") && property.type == MaterialProperty.PropType.Color) + { + var alphaBlendColor = property.colorValue; + alphaBlendColor.a = EditorGUILayout.Slider(displayName + " Alpha Blend", property.colorValue.a, 0f, 1f); + property.colorValue = alphaBlendColor; + } + } + + public static void CheckFoldOut(this MaterialEditor materialEditor, string title, MaterialProperty property, string parentPropName, + SavedBool foldoutState, Dictionary allStates, ref bool propDrawState, Action onDraw) + { + if (property.name == parentPropName) + { + EditorGUILayout.Space(5); + if (!allStates.ContainsKey(property.name)) + { + allStates.Add(property.name, foldoutState); + } + foldoutState.value = FoldoutSubMenu(foldoutState.value, title, property.textureValue != null); + EditorGUI.indentLevel++; + } + foreach (var kvp in allStates) + { + if (property.name == kvp.Key || property.displayName.Contains(kvp.Key)) + { + var originColor = GUI.contentColor; + var guiEnabled = GUI.enabled; + if (guiEnabled && property.name != parentPropName) + { + GUI.contentColor = (materialEditor.target as Material).GetTexture(parentPropName) != null ? originColor : SubDisabledColor; + //GUI.enabled = (materialEditor.target as Material).GetTexture(parentPropName) != null; + } + propDrawState = true; + if (kvp.Value.value) + { + onDraw.Invoke(); + } + // GUI.enabled = guiEnabled; + GUI.contentColor = originColor; + break; + } + } + } + + } + +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/EditorGUIhelper.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/EditorGUIhelper.cs.meta new file mode 100644 index 0000000..9dcf651 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/EditorGUIhelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5b4f9317813976047bf3b1196b7b8054 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientExDrawer.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientExDrawer.cs new file mode 100644 index 0000000..e7a8e43 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientExDrawer.cs @@ -0,0 +1,194 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +public class GradientExDrawer : MaterialPropertyDrawer +{ + public static readonly GUIContent RampMap = new GUIContent("Ramp Map", + "Ramp texture to control lighting strengh / color"); + private int resolution; + private Gradient cachedGradient; + private string cachedGradientName; + + public GradientExDrawer() + { + resolution = 256; + } + + public GradientExDrawer(float res) + { + resolution = (int)res; + } + + public string TextureName(MaterialProperty prop) => $"{prop.name}"; + private bool hasChanged; + + public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor) + { + // EditorGUI.PropertyField(position, prop); + if (prop.type != MaterialProperty.PropType.Texture) + { + Debug.LogError($"[GradientEx] used on non-texture property \"{prop.name}\""); + return; + } + var textureName = TextureName(prop); + EditorGUILayout.BeginHorizontal(); + editor.TexturePropertySingleLine(RampMap, prop); + if (prop.textureValue != null) + { + var originColor = GUI.backgroundColor; + GUI.backgroundColor = !hasChanged || cachedGradientName != prop.textureValue.name ? originColor : Color.red; + if (GUILayout.Button("Apply Gradient To File")) + { + if (prop.textureValue.name == cachedGradientName) + { + hasChanged = false; + var path = AssetDatabase.GetAssetPath(prop.textureValue); + var textureAsset = GetTextureAsset(path); + File.WriteAllBytes(path, textureAsset.EncodeToPNG()); + var ti = AssetImporter.GetAtPath(path) as TextureImporter; + } + } + GUI.backgroundColor = originColor; + } + else + { + GUILayout.Space(15); + if (GUILayout.Button("New")) + { + var defaultGradient = new Gradient(); + defaultGradient.colorKeys = new[] { new GradientColorKey(Color.black, 0.49f), new GradientColorKey(Color.white, 0.5f) }; + defaultGradient.alphaKeys = new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }; + + var path = EditorUtility.SaveFilePanel("Create New Ramp Texture", Application.dataPath, prop.targets[0].name + prop.name, "png"); + if (!string.IsNullOrEmpty(path)) + { + var filePath = path.Replace(Application.dataPath, "Assets"); + var tex = CreateTexture(filePath, prop.targets[0].name + prop.name); + File.WriteAllBytes(path, tex.EncodeToPNG()); + + AssetDatabase.ImportAsset(filePath); + var ti = AssetImporter.GetAtPath(filePath) as TextureImporter; + ti.wrapMode = TextureWrapMode.Clamp; + ti.isReadable = true; + ti.textureCompression = TextureImporterCompression.Uncompressed; + ti.textureFormat = TextureImporterFormat.RGBA32; + ti.userData = Encode(defaultGradient); + ti.SaveAndReimport(); + + var tex2d = GetTextureAsset(filePath); + GradientToTexture(defaultGradient, tex2d); + prop.textureValue = tex2d; + ApplyGradientToTexture(prop, defaultGradient); + } + } + } + EditorGUILayout.EndHorizontal(); + + Gradient currentGradient = null; + if (prop.targets.Length == 1) + { + if ((prop.textureValue) != null) + { + currentGradient = Decode(prop.textureValue); + } + if (currentGradient == null) + { + currentGradient = new Gradient() { }; + } + + EditorGUI.showMixedValue = false; + } + else + { + EditorGUI.showMixedValue = true; + } + EditorGUI.BeginDisabledGroup(prop.textureValue == null); + using (var changeScope = new EditorGUI.ChangeCheckScope()) + { + currentGradient = EditorGUILayout.GradientField("Gradient Values", currentGradient); + + if (changeScope.changed) + { + + cachedGradientName = prop.textureValue.name; + hasChanged = true; + ApplyGradientToTexture(prop, currentGradient); + var path = AssetDatabase.GetAssetPath(prop.textureValue); + var ti = AssetImporter.GetAtPath(path) as TextureImporter; + ti.userData = Encode(currentGradient); + } + } + EditorGUI.EndDisabledGroup(); + + + EditorGUI.showMixedValue = false; + } + + private void ApplyGradientToTexture(MaterialProperty prop, Gradient currentGradient) + { + foreach (Object target in prop.targets) + { + var path = AssetDatabase.GetAssetPath(prop.textureValue); + var textureAsset = GetTextureAsset(path); + Undo.RecordObject(textureAsset, "Change Material Gradient"); + GradientToTexture(currentGradient, textureAsset); + EditorUtility.SetDirty(textureAsset); + var material = (Material)target; + material.SetTexture(prop.name, textureAsset); + } + } + + private Texture2D CreateTexture(string path, string name = "unnamed texture") + { + var textureAsset = new Texture2D(resolution, 4, TextureFormat.ARGB32, false); + textureAsset.wrapMode = TextureWrapMode.Clamp; + textureAsset.name = name; + AssetDatabase.ImportAsset(path); + return textureAsset; + } + + private string Encode(Gradient gradient) + { + var jsonString = JsonUtility.ToJson(new GradientModel(gradient)); + return jsonString; + } + + private Gradient Decode(Texture texture) + { + try + { + var json = TextureImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)).userData; + return JsonUtility.FromJson(json).ToGradient(); + } + catch (Exception) + { + return null; + } + } + + private Texture2D GetTextureAsset(string path) + { + return AssetDatabase.LoadAssetAtPath(path); + } + + private void GradientToTexture(Gradient gradient, Texture2D texture) + { + if (gradient == null) + return; + for (int x = 0; x < texture.width; x++) + { + var color = gradient.Evaluate((float)x / (texture.width - 1)); + for (int y = 0; y < texture.height; y++) + { + texture.SetPixel(x, y, color); + } + } + + texture.Apply(); + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientExDrawer.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientExDrawer.cs.meta new file mode 100644 index 0000000..c7a6a1a --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientExDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83fe7c3734bd1c64a8868484f0e7198b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManager.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManager.cs new file mode 100644 index 0000000..5605854 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManager.cs @@ -0,0 +1,200 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEngine; + +//Legacy class +[Serializable] +public class GradientSettingsManager : AssetSingleton +{ + [Serializable] + private class GradientTextureData + { + public string GUID; + public GradientModel Model; + }; + + [SerializeField] + private List m_gradientDataList; + + public Dictionary LatestGradientMap = new Dictionary(); + private bool forceUpdate; + + [ContextMenu("Clear data")] + public void Clean() + { + m_gradientDataList.Clear(); + LatestGradientMap.Clear(); + } + + private void GenerateMap() + { + LatestGradientMap.Clear(); + for (int i = 0; i < m_gradientDataList.Count; i++) + { + LatestGradientMap.Add(m_gradientDataList[i].GUID, m_gradientDataList[i].Model); + } + forceUpdate = false; + } + + public void UpdateDataMap() + { + if (LatestGradientMap.Keys.Count != m_gradientDataList.Count || forceUpdate) + GenerateMap(); + } + + public void ClearMissingData() + { + var keysToRemove = new List(); + var modelsToRemove = new List(); + foreach (var k in LatestGradientMap.Keys) + { + if (AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(k)) == null) + { + keysToRemove.Add(k); + modelsToRemove.Add(LatestGradientMap[k]); + } + } + foreach (var key in keysToRemove) + { + RemoveData(key); + } + UpdateDataMap(); + } + + private void RemoveData(string guid) + { + m_gradientDataList.RemoveAll(e => e.GUID == guid); + } + + private void OnValidate() + { + GenerateMap(); + } + + public void AddGradientData(string guid, Gradient gradient) + { + var index = m_gradientDataList.FindIndex(e => e.GUID == guid); + if (index == -1) + { + m_gradientDataList.Add(new GradientTextureData + { + GUID = guid, + Model = new GradientModel(gradient), + }); + } + else + { + m_gradientDataList[index].Model = new GradientModel(gradient); + } + forceUpdate = true; + UpdateDataMap(); + + } + + public Gradient GetGradientData(string guid) + { + UpdateDataMap(); + if (!LatestGradientMap.ContainsKey(guid)) + { + var defaultGradient = new Gradient(); + defaultGradient.colorKeys = new[] { new GradientColorKey(Color.black, 0f), new GradientColorKey(Color.white, 0.51f) }; + defaultGradient.alphaKeys = new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }; + return defaultGradient; + } + return LatestGradientMap[guid].ToGradient(); + } +} + +[Serializable] +public class GradientModel +{ + public GradientMode mode; + public ColorKey[] colorKeys; + public AlphaKey[] alphaKeys; + + public GradientModel() { } + + public GradientModel(Gradient source) + { + FromGradient(source); + } + + public void FromGradient(Gradient source) + { + mode = source.mode; + colorKeys = source.colorKeys.Select(key => new ColorKey(key)).ToArray(); + alphaKeys = source.alphaKeys.Select(key => new AlphaKey(key)).ToArray(); + } + + public void ToGradient(Gradient gradient) + { + gradient.mode = mode; + gradient.colorKeys = colorKeys.Select(key => key.ToGradientKey()).ToArray(); + gradient.alphaKeys = alphaKeys.Select(key => key.ToGradientKey()).ToArray(); + } + + public Gradient ToGradient() + { + var gradient = new Gradient(); + ToGradient(gradient); + return gradient; + } + + [Serializable] + public struct ColorKey + { + public Color color; + public float time; + + public ColorKey(GradientColorKey source) + { + color = default; + time = default; + FromGradientKey(source); + } + + public void FromGradientKey(GradientColorKey source) + { + color = source.color; + time = source.time; + } + + public GradientColorKey ToGradientKey() + { + GradientColorKey key; + key.color = color; + key.time = time; + return key; + } + } + + [Serializable] + public struct AlphaKey + { + public float alpha; + public float time; + + public AlphaKey(GradientAlphaKey source) + { + alpha = default; + time = default; + FromGradientKey(source); + } + + public void FromGradientKey(GradientAlphaKey source) + { + alpha = source.alpha; + time = source.time; + } + + public GradientAlphaKey ToGradientKey() + { + GradientAlphaKey key; + key.alpha = alpha; + key.time = time; + return key; + } + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManager.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManager.cs.meta new file mode 100644 index 0000000..cd40a0d --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c31e4425360d94a40ad2421c22097d5f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManagerEditor.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManagerEditor.cs new file mode 100644 index 0000000..31173cb --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManagerEditor.cs @@ -0,0 +1,106 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; + +[CustomEditor(typeof(GradientSettingsManager))] +public class GradientSettingsManagerEditor : Editor +{ + private static Dictionary m_cached; + private GUIStyle m_titleStyle; + private List m_textures = new List(); + private bool hasMissingTexture; + + public override void OnInspectorGUI() + { + if (m_cached == null) + { + ((GradientSettingsManager)target).UpdateDataMap(); + m_cached = ((GradientSettingsManager)target).LatestGradientMap; + } + //base.OnInspectorGUI(); + if (m_titleStyle == null) + { + m_titleStyle = new GUIStyle("ShurikenModuleTitle"); + m_titleStyle.font = new GUIStyle(EditorStyles.boldLabel).font; + m_titleStyle.border = new RectOffset(15, 7, 4, 4); + m_titleStyle.fontSize = 15; + m_titleStyle.fixedHeight = 28; + m_titleStyle.contentOffset = new Vector2(20f, -2f); + } + var rect = GUILayoutUtility.GetRect(16f, 28f, m_titleStyle); + + GUI.Box(rect, "Referenced Texture Preview", m_titleStyle); + GUILayout.Label("For user install OToon prior to version 1.5, please hit below button"); + if (GUILayout.Button("Transfer Gradient Data")) + { + TransferGradientData(); + EditorUtility.SetDirty(target); // + } + GUILayout.Space(30); + var index = 0; + if (hasMissingTexture) + { + var origin = GUI.backgroundColor; + GUI.backgroundColor = new Color(3f / 255f, 186f / 255f, 252f / 255f, 1f); + if (GUILayout.Button("Remove missing texture data")) + { + ((GradientSettingsManager)target).ClearMissingData(); + EditorUtility.SetDirty(target); // + } + GUI.backgroundColor = origin; + } + ReferenceAllDepenedAssets(); + foreach (var key in m_cached.Keys) + { + EditorGUILayout.PrefixLabel(key); + if (m_textures[index] == null) + { + var style = new GUIStyle("LargeLabel"); + style.fontSize = 10; + style.normal.textColor = Color.yellow; + EditorGUILayout.LabelField("Missing Textures", style); + } + else + { + EditorGUILayout.ObjectField(m_textures[index], typeof(Texture2D), false); + } + index++; + } + } + + public void TransferGradientData() + { + if (m_cached == null) + { + ((GradientSettingsManager)target).UpdateDataMap(); + m_cached = ((GradientSettingsManager)target).LatestGradientMap; + } + foreach (var kvp in m_cached) + { + var texGUID = kvp.Key; + var path = AssetDatabase.GUIDToAssetPath(texGUID); + var tex = AssetDatabase.LoadAssetAtPath(path); + if (tex != null) + { + var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; + textureImporter.userData = JsonUtility.ToJson(kvp.Value); + textureImporter.SaveAndReimport(); + } + } + } + + private void ReferenceAllDepenedAssets() + { + hasMissingTexture = false; + m_textures.Clear(); + foreach (var key in m_cached.Keys) + { + var tex = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(key)); + if (tex == null) + { + hasMissingTexture = true; + } + m_textures.Add(tex); + } + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManagerEditor.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManagerEditor.cs.meta new file mode 100644 index 0000000..daafaae --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/GradientSettingsManagerEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f4b8e48fc6f04df429e688807aad0daa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/LegacyGradientDataTransferWizard.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/LegacyGradientDataTransferWizard.cs new file mode 100644 index 0000000..771fa36 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/LegacyGradientDataTransferWizard.cs @@ -0,0 +1,60 @@ +// Creates a simple wizard that lets you create a Light GameObject +// or if the user clicks in "Apply", it will set the color of the currently +// object selected to red + +using UnityEditor; +using UnityEngine; + +public class LegacyGradientDataTransferWizard : ScriptableWizard +{ + private const string filePath = "Assets/OToon- URP Toon Shading/Data/GradientSettingsManager.asset"; + + [MenuItem("Tools/OToon/Legacy Gradient Data Transfer Wizard")] + static void CreateWizard() + { + ScriptableWizard.DisplayWizard("OToon Update Wizard", "Auto Setup"); + } + + void OnWizardCreate() + { + var gsm = AssetDatabase.LoadAssetAtPath(filePath); + if (gsm != null) + { + TransferGradientData(gsm); + AssetDatabase.DeleteAsset(filePath); + } + } + + void OnWizardUpdate() + { + helpString = "Legacy Asset : GradientSettingsManager detected! \n\nPrior to OToon ver1.1, ramp texture's gradient key are stored inside GradientSettingsManager.asset.\nWhich is no longer the case start from OToon 1.1. OToon now store those gradient key inside texture's meta file itself.\nThis make sure the gradient key data will never lost even something went wrong on the gradientSettingsMaanager.asset file."; + helpString += "\n\nPlease Hit the *Auto Setup* button to transfer all gradient keys stored inside GradientSettingsManager.asset to it's correspond ramp texture's meta file."; + helpString += "\nAfter transfered, check your gradient key setup via material editor. All gradient keys on material editor should be back as normal."; + helpString += "\n\n\n TLDR : Please click the *Auto Setup* button when you see this window"; + } + + public bool TransferGradientData(GradientSettingsManager gsm) + { + var updateGraidentDataStatus = false; + gsm.UpdateDataMap(); + + foreach (var kvp in gsm.LatestGradientMap) + { + var texGUID = kvp.Key; + var path = AssetDatabase.GUIDToAssetPath(texGUID); + var tex = AssetDatabase.LoadAssetAtPath(path); + if (tex != null) + { + var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; + textureImporter.userData = JsonUtility.ToJson(kvp.Value); + textureImporter.SaveAndReimport(); + updateGraidentDataStatus = true; + } + } + if (updateGraidentDataStatus) + { + Debug.Log("Successful transfer legacy gradient settings data to texture's user data!"); + } + return updateGraidentDataStatus; + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/LegacyGradientDataTransferWizard.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/LegacyGradientDataTransferWizard.cs.meta new file mode 100644 index 0000000..b693c60 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/LegacyGradientDataTransferWizard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a51acd333b7c6a546a3c8b1db9e94df4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/MinMaxDrawer.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/MinMaxDrawer.cs new file mode 100644 index 0000000..a5ba791 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/MinMaxDrawer.cs @@ -0,0 +1,57 @@ + +using UnityEditor; +using UnityEngine; +using System.Collections.Generic; +public class MinMaxDrawer : MaterialPropertyDrawer +{ + private float m_minLimit; + private float m_maxLimit; + private string m_nameMax; + private string m_nameMin; + private float prevMin; + private float prevMax; + + public MinMaxDrawer(string nameMin, string nameMax, float range) + { + m_minLimit = -range; + m_maxLimit = range; + m_nameMin = nameMin; + m_nameMax = nameMax; + } + + public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) + { + if (prop.type != MaterialProperty.PropType.Vector) + { + Debug.LogWarning(prop.name + " is not a supported type for MinMax Material Property"); + } + var vals = prop.vectorValue; + EditorGUI.BeginChangeCheck(); + vals.x = Mathf.Clamp(EditorGUILayout.FloatField(m_nameMin, vals.x), m_minLimit, m_maxLimit); + vals.y = Mathf.Clamp(EditorGUILayout.FloatField(m_nameMax, vals.y), m_minLimit, m_maxLimit); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(m_nameMin + "/" + m_nameMax); + var rect = GUILayoutUtility.GetRect(60f, 30f); + var toggleRect = new Rect(rect.x - 20f, rect.y - 5f, 100f, 30f); + EditorGUI.LabelField(toggleRect, new GUIContent(" ( " + (int)vals.x + " , " + (int)vals.y + " )")); + EditorGUILayout.MinMaxSlider(ref vals.x, ref vals.y, m_minLimit, m_maxLimit); + EditorGUILayout.EndHorizontal(); + if (vals.x + 2 > vals.y) + { + vals.x = prevMin; + } + if (vals.y - 2 < prevMin) + { + vals.y = prevMax; + } + prevMin = vals.x; + prevMax = vals.y; + EditorGUI.EndChangeCheck(); + prop.vectorValue = vals; + } + + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) + { + return 6; + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/MinMaxDrawer.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/MinMaxDrawer.cs.meta new file mode 100644 index 0000000..01a1c35 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/MinMaxDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58015f7b392f06b45a7ddaccc4ab968c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonCustomLitShader.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonCustomLitShader.cs new file mode 100644 index 0000000..aab1fd7 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonCustomLitShader.cs @@ -0,0 +1,643 @@ +using System; +using UnityEngine; +using UnityEditor; +using UnityEditor.Rendering.Universal.ShaderGUI; +using System.Collections.Generic; +using UnityEngine.Rendering; +using OToon; +using UnityEngine.Rendering.Universal; + +class OToonCustomLitShader : StandardBaseShaderGUI +{ + // Properties + private SimpleLitGUI.SimpleLitProperties shadingModelProperties; + private Material _material; + + private OToon.SavedBool m_surfaceOptionFoldout; + private OToon.SavedBool m_surfaceInputFoldout; + private OToon.SavedBool m_SpecOptionFoldout; + private OToon.SavedBool m_SpecClipMapFoldout; + private OToon.SavedBool m_ToonOptionFoldout; + private OToon.SavedBool m_DiffuseWrapNoiseFoldout; + private OToon.SavedBool m_RimOptionFoldout; + private OToon.SavedBool m_OverlayOptionFoldout; + private OToon.SavedBool m_OutlineOptionFoldout; + private OToon.SavedBool m_advanceOptionFoldout; + private OToon.SavedBool m_LightAndShadowOptionFoldout; + private OToon.SavedBool m_HairOptionFoldout; + private OToon.SavedBool m_FaceShadowMapFoldout; + private OToon.SavedBool m_HairSpecularFoldout; + private MaterialProperty m_halfToneEnabledProp; + private MaterialProperty m_hatchingEnabledProp; + private MaterialProperty m_RimLightEnabledProp; + private MaterialProperty m_ToonEnabledProp; + private MaterialProperty m_RampColorProp; + private MaterialProperty m_OutlineEnabledProp; + private MaterialProperty m_OutlineModeProp; + private MaterialProperty m_HairProp; + private MaterialProperty m_SpherizeNormalProp; + private MaterialProperty m_FaceShadowMapEnabledProp; + private const string k_KeyPrefix = "OToon:Material:UI_State:"; + private string m_HeaderStateKey = null; + + private UniversalRendererData m_forwardRendererData; + private SerializedObject m_forwardRendererSerilizedData; + private Dictionary m_foldOutStates; + + public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) + { + if (_material == null) + _material = materialEditorIn.target as Material; + if (materialEditorIn == null) + throw new ArgumentNullException("materialEditorIn"); + + FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + materialEditor = materialEditorIn; + Material material = materialEditor.target as Material; + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a universal shader. + if (m_FirstTimeApply) + { + m_HeaderStateKey = k_KeyPrefix + material.shader.name; // Create key string for editor prefs + m_surfaceOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.surfaceOptionFoldout", false); + m_surfaceInputFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.surfaceInputFoldout", false); + m_SpecOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.specOptionFoldout", false); + m_SpecClipMapFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.specClipMapOptionFoldout", false); + m_ToonOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.toonOptionFoldout", false); + m_DiffuseWrapNoiseFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.toonWrapNoiseOptionFoldout", false); + m_RimOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.rimOptionFoldout", false); + m_OverlayOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.halfToneOptionFoldout", false); + m_advanceOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.advanceOptionFoldout", false); + m_OutlineOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.outlineOptionFoldout", false); + m_LightAndShadowOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.lightAndShadowOptionFoldout", false); + m_HairOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.hairOptionFoldout", false); + m_FaceShadowMapFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.faceShadowMapFoldout", false); + m_HairSpecularFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.hairSpecularFoldout", false); + + OnOpenGUI(material, materialEditorIn); + m_FirstTimeApply = false; + } + if (m_foldOutStates == null) + { + m_foldOutStates = new Dictionary(); + } + + ShaderPropertiesGUI(material, properties); + } + + private void DrawOToonProperties(Material material, MaterialProperty[] _properties) + { + var originIndentLevel = EditorGUI.indentLevel; + var currentIndent = originIndentLevel; + SimpleLitGUI.SpecularSource specularSource = (SimpleLitGUI.SpecularSource)shadingModelProperties.specHighlights.floatValue; + m_SpecOptionFoldout.value = materialEditor.Foldout(m_SpecOptionFoldout.value, "Toon Specular Hightlights", specularSource == SimpleLitGUI.SpecularSource.SpecularTextureAndColor, specularSource == SimpleLitGUI.SpecularSource.SpecularTextureAndColor, "_SpecColor"); + if (m_SpecOptionFoldout.value) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = shadingModelProperties.specHighlights.hasMixedValue; + bool enabledSpec = EditorGUILayout.Toggle("Enable Specular Hightlight", specularSource == SimpleLitGUI.SpecularSource.SpecularTextureAndColor); + if (EditorGUI.EndChangeCheck()) + shadingModelProperties.specHighlights.floatValue = enabledSpec ? (float)SimpleLitGUI.SpecularSource.SpecularTextureAndColor : (float)SimpleLitGUI.SpecularSource.NoSpecular; + EditorGUI.showMixedValue = false; + if (!enabledSpec) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + var hadDraw = false; + if (prop.displayName.Contains("[ToonSpec]")) + { + materialEditor.CheckFoldOut("Toon Specular Brush Mask", prop, "_SpecularClipMask", m_SpecClipMapFoldout, m_foldOutStates, ref hadDraw, + () => + { + materialEditor.DrawStandard(prop); + }); + if (!hadDraw) + { + materialEditor.DrawStandard(prop); + hadDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + + m_ToonOptionFoldout.value = materialEditor.Foldout(m_ToonOptionFoldout.value, "Toon Options", true); + if (m_ToonOptionFoldout.value) + { + foreach (var prop in _properties) + { + var hadDraw = false; + if (prop.displayName.Contains("[AllToon]")) + { + if (m_RampColorProp.floatValue == 0 && prop.name == "_OverrideShadowColor") + { + continue; + } + if (prop.name.Contains("_RampTex") && material.GetFloat("_StepViaRampTexture") == 0) + { + continue; + } + materialEditor.CheckFoldOut("Dissfule Wrap Noise", prop, "_DiffuseWrapNoise", m_DiffuseWrapNoiseFoldout, m_foldOutStates, ref hadDraw, () => + { + materialEditor.DrawToonStandard(prop, m_RampColorProp); + }); + if (!hadDraw) + { + materialEditor.DrawToonStandard(prop, m_RampColorProp, true); + hadDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + + m_RimOptionFoldout.value = materialEditor.Foldout(m_RimOptionFoldout.value, "Rim Lighting", m_RimLightEnabledProp.floatValue == 1, m_RimLightEnabledProp.floatValue == 1, "_RimColor", true); + if (m_RimOptionFoldout.value) + { + if (m_RimLightEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_RimLightEnabledProp, "_RIMLIGHTING_ON", "Enable Rim Lighting"); + } + if (!_material.IsKeywordEnabled("_RIMLIGHTING_ON")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[RimLight]")) + { + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + var overlayEnabled = m_halfToneEnabledProp.floatValue == 1 || m_hatchingEnabledProp.floatValue == 1; + var overlayColorPropName = m_halfToneEnabledProp.floatValue == 1 ? "_HalfToneColor" : "_HatchingColor"; + m_OverlayOptionFoldout.value = materialEditor.Foldout(m_OverlayOptionFoldout.value, "Halftone / Hatching Overlay", overlayEnabled, overlayEnabled, overlayColorPropName, true); + if (m_OverlayOptionFoldout.value) + { + materialEditor.DrawOverlayModeButtons(m_halfToneEnabledProp, m_hatchingEnabledProp); + var targetMode = m_halfToneEnabledProp.floatValue == 1 ? "[Halftone]" : "NONE"; + targetMode = m_hatchingEnabledProp.floatValue == 1 ? "[hatching]" : targetMode; + if (targetMode != "NONE") + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains(targetMode)) + { + materialEditor.DrawHalfToneStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + m_OutlineOptionFoldout.value = materialEditor.Foldout(m_OutlineOptionFoldout.value, "Outline Options", m_OutlineEnabledProp.floatValue == 1, m_OutlineEnabledProp.floatValue == 1, "_OutlineColor", true); + if (m_OutlineOptionFoldout.value) + { + materialEditor.DrawStandard(m_OutlineModeProp); + m_forwardRendererData = EditorGUIHelper.GetDefaultRenderer() as UniversalRendererData; + OutlineObjectFeature outlineFeature = null; + + if (m_forwardRendererData == null) + { + EditorGUILayout.LabelField("Setup URP Renderer Data!"); + } + else + { + foreach (var feature in m_forwardRendererData.rendererFeatures) + { + if (feature is OutlineObjectFeature) + { + outlineFeature = feature as OutlineObjectFeature; + break; + } + } + } + + if (_material.GetFloat("_OutlineMode") == 0) + { + var hint = ""; + EditorGUI.BeginDisabledGroup(true); + m_forwardRendererData = EditorGUILayout.ObjectField("", m_forwardRendererData, typeof(UniversalRendererData), true) as UniversalRendererData; + EditorGUI.EndDisabledGroup(); + if (m_forwardRendererSerilizedData == null) + m_forwardRendererSerilizedData = new SerializedObject(m_forwardRendererData); + + if (m_forwardRendererData != null && outlineFeature == null) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Missing Renderer Feature"); + m_forwardRendererSerilizedData.AutoSetUpRendererFeatureButton("Auto Setup", m_forwardRendererData, outlineFeature); + EditorGUILayout.EndHorizontal(); + } + + EditorGUI.BeginDisabledGroup(outlineFeature == null); + } + + if (m_forwardRendererData != null && outlineFeature != null) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Normal Extrude Outline Feature"); + EditorGUIHelper.ToggleRendererFeature(m_forwardRendererData, outlineFeature); + EditorGUILayout.EndHorizontal(); + } + + if (m_OutlineEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_OutlineEnabledProp, "_OUTLINE", "Enable Outline"); + } + + if (!_material.IsKeywordEnabled("_OUTLINE")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Outline]")) + { + materialEditor.DrawOutlineProp(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + if (_material.GetFloat("_OutlineMode") == 0) + { + EditorGUI.EndDisabledGroup(); + } + } + EditorGUILayout.Space(); + EditorGUI.indentLevel = originIndentLevel; + + m_LightAndShadowOptionFoldout.value = materialEditor.Foldout(m_LightAndShadowOptionFoldout.value, "Light And Shadow", false, true, "_ShadowColor", true); + if (m_LightAndShadowOptionFoldout.value) + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[LightAndShadow]")) + { + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + m_HairOptionFoldout.value = materialEditor.Foldout(m_HairOptionFoldout.value, "Face & Hair Options", m_FaceShadowMapEnabledProp.floatValue == 1 || m_HairProp.floatValue == 1 || m_SpherizeNormalProp.floatValue == 1, m_HairProp.floatValue == 1, "_HairSpecColor", true); + if (m_HairOptionFoldout.value) + { + materialEditor.DrawStandard(m_SpherizeNormalProp); + EditorGUI.BeginDisabledGroup(m_SpherizeNormalProp.floatValue == 0); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Sphere Center : "); + EditorGUILayout.LabelField("" + material.GetVector("_SpherizeNormalOrigin") + " in world space"); + EditorGUILayout.EndHorizontal(); + EditorGUI.EndDisabledGroup(); + //Spherized normal + + //Face Shadow Map + if (m_FaceShadowMapEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_FaceShadowMapEnabledProp, "_FACE_SHADOW_MAP", "Enable Face Shadow Map"); + } + EditorGUI.BeginDisabledGroup(m_FaceShadowMapEnabledProp.floatValue == 0); + m_FaceShadowMapFoldout.value = m_FaceShadowMapEnabledProp.floatValue == 1; + foreach (var prop in _properties) + { + var hadFaceShadowMapFoldoutDraw = false; + if (prop.displayName.Contains("[Face]")) + { + materialEditor.CheckFoldOut("Face Shadow Map", prop, "_FaceShadowMap", m_FaceShadowMapFoldout, m_foldOutStates, ref hadFaceShadowMapFoldoutDraw, + () => + { + materialEditor.DrawStandard(prop); + }); + if (!hadFaceShadowMapFoldoutDraw) + { + materialEditor.DrawStandard(prop); + hadFaceShadowMapFoldoutDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + EditorGUI.EndDisabledGroup(); + //Face Shadow Map + + //Hair Specular + materialEditor.DrawStandard(m_HairProp); + EditorGUI.BeginDisabledGroup(m_HairProp.floatValue == 0); + m_HairSpecularFoldout.value = m_HairProp.floatValue == 1; + foreach (var prop in _properties) + { + var hadHairSpecularFoldoutDraw = false; + if (prop.displayName.Contains("[Hair]")) + { + materialEditor.CheckFoldOut("Hair Specular Light", prop, "_HairSpecNoiseMap", m_HairSpecularFoldout, m_foldOutStates, ref hadHairSpecularFoldoutDraw, + () => + { + materialEditor.DrawStandard(prop); + }); + if (!hadHairSpecularFoldoutDraw) + { + materialEditor.DrawStandard(prop); + hadHairSpecularFoldoutDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + EditorGUI.EndDisabledGroup(); + //Hair Specular + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + } + + // collect properties from the material properties + public override void FindProperties(MaterialProperty[] properties) + { + base.FindProperties(properties); + shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties); + m_RampColorProp = BaseShaderGUI.FindProperty("_UseRampColor", properties, false); + m_ToonEnabledProp = BaseShaderGUI.FindProperty("_ToonEnabled", properties, false); + m_RimLightEnabledProp = BaseShaderGUI.FindProperty("_RimEnabled", properties, false); + m_halfToneEnabledProp = BaseShaderGUI.FindProperty("_HalfToneEnabled", properties, false); + m_hatchingEnabledProp = BaseShaderGUI.FindProperty("_HatchingEnabled", properties, false); + m_OutlineEnabledProp = BaseShaderGUI.FindProperty("_OutlineEnabled", properties, false); + m_OutlineModeProp = BaseShaderGUI.FindProperty("_OutlineMode", properties, false); + m_HairProp = BaseShaderGUI.FindProperty("_EnabledHairSpec", properties, false); + m_SpherizeNormalProp = BaseShaderGUI.FindProperty("_SpherizeNormalEnabled", properties, false); + m_FaceShadowMapEnabledProp = BaseShaderGUI.FindProperty("_FaceShadowMapEnabled", properties, false); + } + + // material changed check + public override void MaterialChanged(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + SetUpLitKeywords(material); + SimpleLitGUI.SetMaterialKeywords(material); + } + + private void SetUpLitKeywords(Material material) + { + bool alphaClip = material.GetFloat("_AlphaClip") == 1; + if (alphaClip) + { + material.EnableKeyword("_ALPHATEST_ON"); + } + else + { + material.DisableKeyword("_ALPHATEST_ON"); + } + + var queueOffset = 0; // queueOffsetRange; + var queueOffsetRange = 50; + if (material.HasProperty("_QueueOffset")) + queueOffset = queueOffsetRange - (int)material.GetFloat("_QueueOffset"); + + SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface"); + if (surfaceType == SurfaceType.Opaque) + { + if (alphaClip) + { + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; + material.SetOverrideTag("RenderType", "TransparentCutout"); + } + else + { + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry; + material.SetOverrideTag("RenderType", "Opaque"); + } + material.renderQueue += queueOffset; + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.SetShaderPassEnabled("ShadowCaster", true); + } + else + { + BlendMode blendMode = (BlendMode)material.GetFloat("_Blend"); + var queue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + + // Specific Transparent Mode Settings + switch (blendMode) + { + case BlendMode.Alpha: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Additive: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_ALPHAMODULATE_ON"); + break; + } + // General Transparent Material Settings + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = queue + queueOffset; + material.SetShaderPassEnabled("ShadowCaster", false); + } + + if (material.HasProperty("_ReceiveShadows")) + CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f); + // Emission + if (material.HasProperty("_EmissionColor")) + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = + (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + if (material.HasProperty("_EmissionEnabled") && !shouldEmissionBeEnabled) + shouldEmissionBeEnabled = material.GetFloat("_EmissionEnabled") >= 0.5f; + CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + // Normal Map + if (material.HasProperty("_BumpMap")) + CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); + // Shader specific keyword functions + } + + // material main surface options + public override void DrawSurfaceOptions(Material material) + { + + if (material == null) + throw new ArgumentNullException("material"); + + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + base.DrawSurfaceOptions(material); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendModeProp.targets) + { + MaterialChanged((Material)obj); + } + } + } + + private void ShaderPropertiesGUI(Material material, MaterialProperty[] _properties) + { + if (material == null) + throw new ArgumentNullException("material"); + + var originIndentLevel = EditorGUI.indentLevel; + EditorGUI.BeginChangeCheck(); + m_surfaceOptionFoldout.value = materialEditor.Foldout(m_surfaceOptionFoldout.value, "Surface Options"); + if (m_surfaceOptionFoldout.value) + { + DrawSurfaceOptions(material); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + + + m_surfaceInputFoldout.value = materialEditor.Foldout(m_surfaceInputFoldout.value, "Surface Inputs", false, true, "_BaseColor"); + if (m_surfaceInputFoldout.value) + { + DrawSurfaceInputs(material, _properties); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + + //All custom properties + DrawOToonProperties(material, _properties); + + m_advanceOptionFoldout.value = materialEditor.Foldout(m_advanceOptionFoldout.value, "Advance"); + if (m_advanceOptionFoldout.value) + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Advance]")) + { + materialEditor.DrawStandard(prop); + } + } + EditorGUILayout.Space(); + //Environment Reflection + DrawCustomAdvancedOptions(material); + //OToon has no GPU Instancing Field + //DrawAdvancedOptions(material); + OToonDrawQueueOffsetField(); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + + + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + } + + //For URP 7 backward compatability + private void OToonDrawQueueOffsetField() + { + if (queueOffsetProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = queueOffsetProp.hasMixedValue; + var queue = EditorGUILayout.IntSlider(Styles.queueSlider, (int)queueOffsetProp.floatValue, -50, 50); + if (EditorGUI.EndChangeCheck()) + queueOffsetProp.floatValue = queue; + EditorGUI.showMixedValue = false; + } + } + + // material main surface inputs + public void DrawSurfaceInputs(Material material, MaterialProperty[] _properties) + { + base.DrawSurfaceInputs(material); + SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material); + DrawEmissionProperties(material, true); + DrawTileOffset(materialEditor, baseMapProp); + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Surface]")) + { + materialEditor.DrawStandard(prop); + } + } + } + + private void DrawCustomAdvancedOptions(Material material) + { + + //SimpleLitGUI.Advanced(shadingModelProperties); + } + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + if (material == null) + throw new ArgumentNullException("material"); + + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialBlendMode(material); + return; + } + + SurfaceType surfaceType = SurfaceType.Opaque; + BlendMode blendMode = BlendMode.Alpha; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + surfaceType = SurfaceType.Opaque; + material.SetFloat("_AlphaClip", 1); + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + surfaceType = SurfaceType.Transparent; + blendMode = BlendMode.Alpha; + } + material.SetFloat("_Surface", (float)surfaceType); + material.SetFloat("_Blend", (float)blendMode); + + MaterialChanged(material); + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonCustomLitShader.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonCustomLitShader.cs.meta new file mode 100644 index 0000000..93da02c --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonCustomLitShader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f76ef6cf11191fe4689ff28bbab3185b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonEditor.asmdef b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonEditor.asmdef new file mode 100644 index 0000000..4a65ab1 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonEditor.asmdef @@ -0,0 +1,24 @@ +{ + "name": "OtoonEditor", + "rootNamespace": "", + "references": [ + "GUID:3eae0364be2026648bf74846acb8a731", + "GUID:df380645f10b7bc4b97d4f5eb6303d95", + "GUID:c579267770062bf448e75eb160330b7f", + "GUID:b4517ec124862cb4bb3b8b27d72843a6", + "GUID:15fc0a57446b3144c949da3e2b9737a9", + "GUID:46a67ded66a63de48b9329c593fc08de", + "GUID:5ee0bcad48cf26a42a9b88b5e8d85074" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonEditor.asmdef.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonEditor.asmdef.meta new file mode 100644 index 0000000..873f7b9 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonEditor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 74572b11704702e41a43c7090a7e0db0 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonLitShader.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonLitShader.cs new file mode 100644 index 0000000..fcc28f0 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonLitShader.cs @@ -0,0 +1,678 @@ +using System; +using UnityEngine; +using UnityEditor; +using UnityEditor.Rendering.Universal.ShaderGUI; +using UnityEngine.Rendering.Universal; +using System.Text.RegularExpressions; +using System.Collections.Generic; +using UnityEngine.Rendering; +using OToon; +using System.Reflection; + +class OToonLitShader : StandardBaseShaderGUI +{ + // Properties + private LitGUI.LitProperties litProperties; + private Material _material; + + private OToon.SavedBool m_surfaceOptionFoldout; + private OToon.SavedBool m_surfaceInputFoldout; + private OToon.SavedBool m_SpecOptionFoldout; + private OToon.SavedBool m_SpecClipMapFoldout; + private OToon.SavedBool m_ToonOptionFoldout; + private OToon.SavedBool m_DiffuseWrapNoiseFoldout; + private OToon.SavedBool m_RimOptionFoldout; + private OToon.SavedBool m_OverlayOptionFoldout; + private OToon.SavedBool m_OutlineOptionFoldout; + private OToon.SavedBool m_advanceOptionFoldout; + private OToon.SavedBool m_LightAndShadowOptionFoldout; + private OToon.SavedBool m_HairOptionFoldout; + private OToon.SavedBool m_FaceShadowMapFoldout; + private OToon.SavedBool m_HairSpecularFoldout; + private MaterialProperty m_halfToneEnabledProp; + private MaterialProperty m_hatchingEnabledProp; + private MaterialProperty m_RimLightEnabledProp; + private MaterialProperty m_RampColorProp; + private MaterialProperty m_ToonEnabledProp; + private MaterialProperty m_OutlineEnabledProp; + private MaterialProperty m_OutlineModeProp; + private MaterialProperty m_HairProp; + private MaterialProperty m_SpherizeNormalProp; + private MaterialProperty m_FaceShadowMapEnabledProp; + private const string k_KeyPrefix = "OToon:Material:UI_State:"; + private string m_HeaderStateKey = null; + + private UniversalRendererData m_forwardRendererData; + private SerializedObject m_forwardRendererSerilizedData; + private Dictionary m_foldOutStates; + + public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) + { + if (_material == null) + _material = materialEditorIn.target as Material; + if (materialEditorIn == null) + throw new ArgumentNullException("materialEditorIn"); + + FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + materialEditor = materialEditorIn; + Material material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a universal shader. + if (m_FirstTimeApply) + { + m_HeaderStateKey = k_KeyPrefix + material.shader.name; // Create key string for editor prefs + m_surfaceOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.surfaceOptionFoldout", false); + m_surfaceInputFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.surfaceInputFoldout", false); + m_SpecOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.specOptionFoldout", false); + m_SpecClipMapFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.specClipMapOptionFoldout", false); + m_ToonOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.toonOptionFoldout", false); + m_DiffuseWrapNoiseFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.toonWrapNoiseOptionFoldout", false); + m_RimOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.rimOptionFoldout", false); + m_OverlayOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.halfToneOptionFoldout", false); + m_advanceOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.advanceOptionFoldout", false); + m_OutlineOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.outlineOptionFoldout", false); + m_LightAndShadowOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.lightAndShadowOptionFoldout", false); + m_HairOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.hairOptionFoldout", false); + m_FaceShadowMapFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.faceShadowMapFoldout", false); + m_HairSpecularFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.hairSpecularFoldout", false); + OnOpenGUI(material, materialEditorIn); + m_FirstTimeApply = false; + } + if (m_foldOutStates == null) + { + m_foldOutStates = new Dictionary(); + } + + ShaderPropertiesGUI(material, properties); + } + + + private void DrawOToonProperties(Material material, MaterialProperty[] _properties) + { + var originIndentLevel = EditorGUI.indentLevel; + var currentIndent = originIndentLevel; + m_SpecOptionFoldout.value = materialEditor.Foldout(m_SpecOptionFoldout.value, "Toon Specular Hightlights", litProperties.highlights.floatValue == 1); + if (m_SpecOptionFoldout.value) + { + materialEditor.ShaderProperty(litProperties.highlights, LitGUI.Styles.highlightsText); + if (_material.IsKeywordEnabled("_SPECULARHIGHLIGHTS_OFF")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + var hadDraw = false; + if (prop.displayName.Contains("[ToonSpec]")) + { + materialEditor.CheckFoldOut("Toon Specular Brush Mask", prop, "_SpecularClipMask", m_SpecClipMapFoldout, m_foldOutStates, ref hadDraw, + () => + { + materialEditor.DrawStandard(prop); + }); + if (!hadDraw) + { + materialEditor.DrawStandard(prop); + hadDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + // + + m_ToonOptionFoldout.value = materialEditor.Foldout(m_ToonOptionFoldout.value, "Toon Options", m_ToonEnabledProp.floatValue == 1); + if (m_ToonOptionFoldout.value) + { + if (m_ToonEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_ToonEnabledProp, "_TOON_SHADING_ON", "Enable Toon Shading"); + } + if (!_material.IsKeywordEnabled("_TOON_SHADING_ON")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + var hadDraw = false; + if (prop.displayName.Contains("[AllToon]")) + { + if (m_RampColorProp.floatValue == 0 && prop.name == "_OverrideShadowColor") + { + continue; + } + if (prop.name.Contains("_RampTex") && material.GetFloat("_StepViaRampTexture") == 0) + { + continue; + } + materialEditor.CheckFoldOut("Dissfule Wrap Noise", prop, "_DiffuseWrapNoise", m_DiffuseWrapNoiseFoldout, m_foldOutStates, ref hadDraw, () => + { + materialEditor.DrawToonStandard(prop, m_RampColorProp); + }); + if (!hadDraw) + { + materialEditor.DrawToonStandard(prop, m_RampColorProp); + hadDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + + m_RimOptionFoldout.value = materialEditor.Foldout(m_RimOptionFoldout.value, "Rim Lighting", m_RimLightEnabledProp.floatValue == 1, m_RimLightEnabledProp.floatValue == 1, "_RimColor", true); + if (m_RimOptionFoldout.value) + { + if (m_RimLightEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_RimLightEnabledProp, "_RIMLIGHTING_ON", "Enable Rim Lighting"); + } + if (!_material.IsKeywordEnabled("_RIMLIGHTING_ON")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[RimLight]")) + { + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + var overlayEnabled = m_halfToneEnabledProp.floatValue == 1 || m_hatchingEnabledProp.floatValue == 1; + var overlayColorPropName = m_halfToneEnabledProp.floatValue == 1 ? "_HalfToneColor" : "_HatchingColor"; + m_OverlayOptionFoldout.value = materialEditor.Foldout(m_OverlayOptionFoldout.value, "Halftone / Hatching Overlay", overlayEnabled, overlayEnabled, overlayColorPropName, true); + if (m_OverlayOptionFoldout.value) + { + materialEditor.DrawOverlayModeButtons(m_halfToneEnabledProp, m_hatchingEnabledProp); + var targetMode = m_halfToneEnabledProp.floatValue == 1 ? "[Halftone]" : "NONE"; + targetMode = m_hatchingEnabledProp.floatValue == 1 ? "[hatching]" : targetMode; + if (targetMode != "NONE") + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains(targetMode)) + { + materialEditor.DrawHalfToneStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + m_OutlineOptionFoldout.value = materialEditor.Foldout(m_OutlineOptionFoldout.value, "Outline Options", m_OutlineEnabledProp.floatValue == 1, m_OutlineEnabledProp.floatValue == 1, "_OutlineColor", true); + if (m_OutlineOptionFoldout.value) + { + materialEditor.DrawStandard(m_OutlineModeProp); + m_forwardRendererData = EditorGUIHelper.GetDefaultRenderer() as UniversalRendererData; + OutlineObjectFeature outlineFeature = null; + + if (m_forwardRendererData == null) + { + EditorGUILayout.LabelField("Setup URP Renderer Data!"); + } + else + { + foreach (var feature in m_forwardRendererData.rendererFeatures) + { + if (feature is OutlineObjectFeature) + { + outlineFeature = feature as OutlineObjectFeature; + break; + } + } + } + + if (_material.GetFloat("_OutlineMode") == 0) + { + var hint = ""; + EditorGUI.BeginDisabledGroup(true); + m_forwardRendererData = EditorGUILayout.ObjectField("", m_forwardRendererData, typeof(UniversalRendererData), true) as UniversalRendererData; + EditorGUI.EndDisabledGroup(); + if (m_forwardRendererSerilizedData == null) + m_forwardRendererSerilizedData = new SerializedObject(m_forwardRendererData); + + if (m_forwardRendererData != null && outlineFeature == null) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Missing Renderer Feature"); + m_forwardRendererSerilizedData.AutoSetUpRendererFeatureButton("Auto Setup", m_forwardRendererData, outlineFeature); + EditorGUILayout.EndHorizontal(); + } + + EditorGUI.BeginDisabledGroup(outlineFeature == null); + } + + if (m_forwardRendererData != null && outlineFeature != null) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Normal Extrude Outline Feature"); + EditorGUIHelper.ToggleRendererFeature(m_forwardRendererData, outlineFeature); + EditorGUILayout.EndHorizontal(); + } + + if (m_OutlineEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_OutlineEnabledProp, "_OUTLINE", "Enable Outline"); + } + + if (!_material.IsKeywordEnabled("_OUTLINE")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Outline]")) + { + materialEditor.DrawOutlineProp(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + if (_material.GetFloat("_OutlineMode") == 0) + { + EditorGUI.EndDisabledGroup(); + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + m_LightAndShadowOptionFoldout.value = materialEditor.Foldout(m_LightAndShadowOptionFoldout.value, "Light And Shadow", false, true, "_ShadowColor", true); + if (m_LightAndShadowOptionFoldout.value) + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[LightAndShadow]")) + { + materialEditor.DrawHalfToneStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + m_HairOptionFoldout.value = materialEditor.Foldout(m_HairOptionFoldout.value, "Face & Hair Options", m_FaceShadowMapEnabledProp.floatValue == 1 || m_HairProp.floatValue == 1 || m_SpherizeNormalProp.floatValue == 1, m_HairProp.floatValue == 1, "_HairSpecColor", true); + if (m_HairOptionFoldout.value) + { + //Spherized normal + materialEditor.DrawStandard(m_SpherizeNormalProp); + EditorGUI.BeginDisabledGroup(m_SpherizeNormalProp.floatValue == 0); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel("Sphere Center : "); + EditorGUILayout.LabelField("" + material.GetVector("_SpherizeNormalOrigin") + " in world space"); + EditorGUILayout.EndHorizontal(); + EditorGUI.EndDisabledGroup(); + //Spherized normal + + //Face Shadow Map + if (m_FaceShadowMapEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_FaceShadowMapEnabledProp, "_FACE_SHADOW_MAP", "Enable Face Shadow Map"); + } + EditorGUI.BeginDisabledGroup(m_FaceShadowMapEnabledProp.floatValue == 0); + m_FaceShadowMapFoldout.value = m_FaceShadowMapEnabledProp.floatValue == 1; + foreach (var prop in _properties) + { + var hadFaceShadowMapFoldoutDraw = false; + if (prop.displayName.Contains("[Face]")) + { + materialEditor.CheckFoldOut("Face Shadow Map", prop, "_FaceShadowMap", m_FaceShadowMapFoldout, m_foldOutStates, ref hadFaceShadowMapFoldoutDraw, + () => + { + materialEditor.DrawStandard(prop); + }); + if (!hadFaceShadowMapFoldoutDraw) + { + materialEditor.DrawStandard(prop); + hadFaceShadowMapFoldoutDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + EditorGUI.EndDisabledGroup(); + //Face Shadow Map + + //Hair Specular + materialEditor.DrawStandard(m_HairProp); + EditorGUI.BeginDisabledGroup(m_HairProp.floatValue == 0); + m_HairSpecularFoldout.value = m_HairProp.floatValue == 1; + foreach (var prop in _properties) + { + var hadHairSpecularFoldoutDraw = false; + if (prop.displayName.Contains("[Hair]")) + { + materialEditor.CheckFoldOut("Hair Specular Light", prop, "_HairSpecNoiseMap", m_HairSpecularFoldout, m_foldOutStates, ref hadHairSpecularFoldoutDraw, + () => + { + materialEditor.DrawStandard(prop); + }); + if (!hadHairSpecularFoldoutDraw) + { + materialEditor.DrawStandard(prop); + hadHairSpecularFoldoutDraw = true; + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + EditorGUI.EndDisabledGroup(); + //Hair Specular + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + } + + // collect properties from the material properties + public override void FindProperties(MaterialProperty[] properties) + { + base.FindProperties(properties); + litProperties = new LitGUI.LitProperties(properties); + m_ToonEnabledProp = BaseShaderGUI.FindProperty("_ToonEnabled", properties, false); + m_RampColorProp = BaseShaderGUI.FindProperty("_UseRampColor", properties, false); + m_RimLightEnabledProp = BaseShaderGUI.FindProperty("_RimEnabled", properties, false); + m_halfToneEnabledProp = BaseShaderGUI.FindProperty("_HalfToneEnabled", properties, false); + m_hatchingEnabledProp = BaseShaderGUI.FindProperty("_HatchingEnabled", properties, false); + m_OutlineEnabledProp = BaseShaderGUI.FindProperty("_OutlineEnabled", properties, false); + m_OutlineModeProp = BaseShaderGUI.FindProperty("_OutlineMode", properties, false); + m_HairProp = BaseShaderGUI.FindProperty("_EnabledHairSpec", properties, false); + m_SpherizeNormalProp = BaseShaderGUI.FindProperty("_SpherizeNormalEnabled", properties, false); + m_FaceShadowMapEnabledProp = BaseShaderGUI.FindProperty("_FaceShadowMapEnabled", properties, false); + } + + // material changed check + public override void MaterialChanged(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + SetUpLitKeywords(material); + LitGUI.SetMaterialKeywords(material); + if (material.HasProperty("_DetailAlbedoMap") && material.HasProperty("_DetailNormalMap") && material.HasProperty("_DetailAlbedoMapScale")) + { + bool isScaled = material.GetFloat("_DetailAlbedoMapScale") != 1.0f; + bool hasDetailMap = material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"); + CoreUtils.SetKeyword(material, "_DETAIL_MULX2", !isScaled && hasDetailMap); + CoreUtils.SetKeyword(material, "_DETAIL_SCALED", isScaled && hasDetailMap); + } + } + + private void SetUpLitKeywords(Material material) + { + bool alphaClip = material.GetFloat("_AlphaClip") == 1; + if (alphaClip) + { + material.EnableKeyword("_ALPHATEST_ON"); + } + else + { + material.DisableKeyword("_ALPHATEST_ON"); + } + + var queueOffset = 0; // queueOffsetRange; + var queueOffsetRange = 50; + if (material.HasProperty("_QueueOffset")) + queueOffset = queueOffsetRange - (int)material.GetFloat("_QueueOffset"); + + SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface"); + if (surfaceType == SurfaceType.Opaque) + { + if (alphaClip) + { + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; + material.SetOverrideTag("RenderType", "TransparentCutout"); + } + else + { + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry; + material.SetOverrideTag("RenderType", "Opaque"); + } + material.renderQueue += queueOffset; + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.SetShaderPassEnabled("ShadowCaster", true); + } + else + { + BlendMode blendMode = (BlendMode)material.GetFloat("_Blend"); + var queue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + + // Specific Transparent Mode Settings + switch (blendMode) + { + case BlendMode.Alpha: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Additive: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_ALPHAMODULATE_ON"); + break; + } + // General Transparent Material Settings + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = queue + queueOffset; + material.SetShaderPassEnabled("ShadowCaster", false); + } + + if (material.HasProperty("_ReceiveShadows")) + CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f); + // Emission + if (material.HasProperty("_EmissionColor")) + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = + (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + if (material.HasProperty("_EmissionEnabled") && !shouldEmissionBeEnabled) + shouldEmissionBeEnabled = material.GetFloat("_EmissionEnabled") >= 0.5f; + CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + // Normal Map + if (material.HasProperty("_BumpMap")) + CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); + // Shader specific keyword functions + } + + // material main surface options + public override void DrawSurfaceOptions(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + if (litProperties.workflowMode != null) + { + DoPopup(LitGUI.Styles.workflowModeText, litProperties.workflowMode, Enum.GetNames(typeof(LitGUI.WorkflowMode))); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendModeProp.targets) + MaterialChanged((Material)obj); + } + base.DrawSurfaceOptions(material); + } + + private void ShaderPropertiesGUI(Material material, MaterialProperty[] _properties) + { + if (material == null) + throw new ArgumentNullException("material"); + var originIndentLevel = EditorGUI.indentLevel; + EditorGUI.BeginChangeCheck(); + + m_surfaceOptionFoldout.value = materialEditor.Foldout(m_surfaceOptionFoldout.value, "Surface Options"); + if (m_surfaceOptionFoldout.value) + { + DrawSurfaceOptions(material); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + + + m_surfaceInputFoldout.value = materialEditor.Foldout(m_surfaceInputFoldout.value, "Surface Inputs", false, true, "_BaseColor"); + if (m_surfaceInputFoldout.value) + { + DrawSurfaceInputs(material, _properties); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + + //All custom properties + DrawOToonProperties(material, _properties); + + m_advanceOptionFoldout.value = materialEditor.Foldout(m_advanceOptionFoldout.value, "Advance"); + if (m_advanceOptionFoldout.value) + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Advance]")) + { + materialEditor.DrawStandard(prop); + } + } + EditorGUILayout.Space(); + //Environment Reflection + DrawCustomAdvancedOptions(material); + //OToon has no GPU Instancing Field + //DrawAdvancedOptions(material); + OToonDrawQueueOffsetField(); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + } + //For URP 7 backward compatability + private void OToonDrawQueueOffsetField() + { + if (queueOffsetProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = queueOffsetProp.hasMixedValue; + var queue = EditorGUILayout.IntSlider(Styles.queueSlider, (int)queueOffsetProp.floatValue, -50, 50); + if (EditorGUI.EndChangeCheck()) + queueOffsetProp.floatValue = queue; + EditorGUI.showMixedValue = false; + } + } + + // material main surface inputs + public void DrawSurfaceInputs(Material material, MaterialProperty[] _properties) + { + base.DrawSurfaceInputs(material); + LitGUI.Inputs(litProperties, materialEditor, material); + DrawEmissionProperties(material, true); + DrawTileOffset(materialEditor, baseMapProp); + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Surface]")) + { + materialEditor.DrawStandard(prop); + } + } + } + + private void DrawCustomAdvancedOptions(Material material) + { + + // Environment Reflection Field + if (litProperties.reflections != null && litProperties.highlights != null) + { + EditorGUI.BeginChangeCheck(); + materialEditor.ShaderProperty(litProperties.reflections, LitGUI.Styles.reflectionsText); + if (EditorGUI.EndChangeCheck()) + { + MaterialChanged(material); + } + } + } + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + if (material == null) + throw new ArgumentNullException("material"); + + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialBlendMode(material); + return; + } + + SurfaceType surfaceType = SurfaceType.Opaque; + BlendMode blendMode = BlendMode.Alpha; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + surfaceType = SurfaceType.Opaque; + material.SetFloat("_AlphaClip", 1); + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + surfaceType = SurfaceType.Transparent; + blendMode = BlendMode.Alpha; + } + material.SetFloat("_Surface", (float)surfaceType); + material.SetFloat("_Blend", (float)blendMode); + + if (oldShader.name.Equals("Standard (Specular setup)")) + { + material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Specular); + Texture texture = material.GetTexture("_SpecGlossMap"); + if (texture != null) + material.SetTexture("_MetallicSpecGlossMap", texture); + } + else + { + material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Metallic); + Texture texture = material.GetTexture("_MetallicGlossMap"); + if (texture != null) + material.SetTexture("_MetallicSpecGlossMap", texture); + } + + MaterialChanged(material); + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonLitShader.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonLitShader.cs.meta new file mode 100644 index 0000000..ac47931 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonLitShader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e54a42ec8d18e64d95e478333d89c23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonShaderGraph.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonShaderGraph.cs new file mode 100644 index 0000000..579dc07 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonShaderGraph.cs @@ -0,0 +1,316 @@ +using System; +using UnityEngine; +using UnityEditor; +using UnityEditor.Rendering.Universal.ShaderGUI; +using System.Collections.Generic; +using UnityEngine.Rendering; +using OToon; +using UnityEngine.Rendering.Universal; +using System.Linq; + +public class OtoonShaderGraph : StandardBaseShaderGUI +{ + public enum PatternSampleSpace + { + ObjectSpace, + ScreenSpace, + } + + // Properties + private OToon.SavedBool m_surfaceOptionFoldout; + private OToon.SavedBool m_surfaceInputFoldout; + private OToon.SavedBool m_SpecOptionFoldout; + private OToon.SavedBool m_SpecClipMapFoldout; + private OToon.SavedBool m_ToonOptionFoldout; + private OToon.SavedBool m_DiffuseWrapNoiseFoldout; + private OToon.SavedBool m_RimOptionFoldout; + private OToon.SavedBool m_OverlayOptionFoldout; + private OToon.SavedBool m_OutlineOptionFoldout; + private OToon.SavedBool m_advanceOptionFoldout; + private OToon.SavedBool m_LightAndShadowOptionFoldout; + private OToon.SavedBool m_HairOptionFoldout; + private OToon.SavedBool m_FaceShadowMapFoldout; + private OToon.SavedBool m_HairSpecularFoldout; + private OToon.SavedInt m_patternSampleSpaceValue; + private MaterialProperty m_halfToneEnabledProp; + private MaterialProperty m_halfToneShapeProp; + private MaterialProperty m_hatchingEnabledProp; + private MaterialProperty m_RimLightEnabledProp; + private MaterialProperty m_SpecLightEnabledProp; + private MaterialProperty m_ToonEnabledProp; + private MaterialProperty m_RampColorProp; + private MaterialProperty m_OutlineEnabledProp; + private MaterialProperty m_OutlineModeProp; + private MaterialProperty m_HairProp; + private MaterialProperty m_SpherizeNormalProp; + private MaterialProperty m_FaceShadowMapEnabledProp; + private const string k_KeyPrefix = "OToon:Material:UI_State:"; + private string m_HeaderStateKey = null; + + private UniversalRendererData m_forwardRendererData; + private SerializedObject m_forwardRendererSerilizedData; + private Dictionary m_foldOutStates; + private PatternSampleSpace m_patternSampleSpace; + + public override void FindProperties(MaterialProperty[] properties) + { + base.FindProperties(properties); + m_RampColorProp = BaseShaderGUI.FindProperty("_USERAMPCOLOR", properties, false); + m_RimLightEnabledProp = BaseShaderGUI.FindProperty("_RIMLIGHTING", properties, false); + m_SpecLightEnabledProp = BaseShaderGUI.FindProperty("_SPECULARHIGHTLIGHTS", properties, false); + m_halfToneEnabledProp = BaseShaderGUI.FindProperty("_HalfToneEnabled", properties, false); + m_halfToneShapeProp = BaseShaderGUI.FindProperty("_HAFTONESHAPES", properties, false); + m_hatchingEnabledProp = BaseShaderGUI.FindProperty("_HatchingEnabled", properties, false); + } + + public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) + { + this.materialEditor = materialEditorIn; + FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + + Material material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a universal shader. + if (m_FirstTimeApply) + { + m_HeaderStateKey = k_KeyPrefix + material.shader.name; // Create key string for editor prefs + m_surfaceOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.surfaceOptionFoldout", false); + m_surfaceInputFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.surfaceInputFoldout", false); + m_SpecOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.specOptionFoldout", false); + m_SpecClipMapFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.specClipMapOptionFoldout", false); + m_ToonOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.toonOptionFoldout", false); + m_DiffuseWrapNoiseFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.toonWrapNoiseOptionFoldout", false); + m_RimOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.rimOptionFoldout", false); + m_OverlayOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.halfToneOptionFoldout", false); + m_advanceOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.advanceOptionFoldout", false); + m_OutlineOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.outlineOptionFoldout", false); + m_LightAndShadowOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.lightAndShadowOptionFoldout", false); + m_HairOptionFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.hairOptionFoldout", false); + m_FaceShadowMapFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.faceShadowMapFoldout", false); + m_HairSpecularFoldout = new OToon.SavedBool($"{m_HeaderStateKey}.hairSpecularFoldout", false); + m_patternSampleSpaceValue = new OToon.SavedInt($"{m_HeaderStateKey}.patternSampleSpace", + material.GetFloat("_HalftoneUseScreenSpaceUV") == 0 ? (int)PatternSampleSpace.ObjectSpace : (int)PatternSampleSpace.ScreenSpace); + m_patternSampleSpace = (PatternSampleSpace)m_patternSampleSpaceValue.value; + OnOpenGUI(material, materialEditorIn); + m_FirstTimeApply = false; + } + if (m_foldOutStates == null) + { + m_foldOutStates = new Dictionary(); + } + + ShaderPropertiesGUI(material, properties); + } + + + private void DrawOToonProperties(Material material, MaterialProperty[] _properties) + { + var originIndentLevel = EditorGUI.indentLevel; + var currentIndent = originIndentLevel; + m_SpecOptionFoldout.value = materialEditor.Foldout(m_SpecOptionFoldout.value, "Toon Specular Hightlights", material.IsKeywordEnabled("_SPECULARHIGHTLIGHTS")); + if (m_SpecOptionFoldout.value) + { + if (m_SpecLightEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_SpecLightEnabledProp, "_SPECULARHIGHTLIGHTS", "Enable Specular Lighting"); + } + if (!material.IsKeywordEnabled("_SPECULARHIGHTLIGHTS")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Specular]")) + { + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + // + + m_ToonOptionFoldout.value = materialEditor.Foldout(m_ToonOptionFoldout.value, "Toon Options", true); + if (m_ToonOptionFoldout.value) + { + + foreach (var prop in _properties) + { + + if (prop.displayName.Contains("[AllToon]")) + { + if (prop.displayName.Contains("[Hide]")) + continue; + if (m_RampColorProp.floatValue == 0 && prop.name.Contains("_OverrideShadowColor")) + { + continue; + } + if (prop.displayName.Contains("_RampTex") && material.GetFloat("_StepViaRampTexture") == 0) + { + continue; + } + if (prop.displayName.Contains("_RampTex")) + { + var gradientProp = new GradientExDrawer(); + gradientProp.OnGUI(EditorGUILayout.GetControlRect(), prop, GradientExDrawer.RampMap, materialEditor); + } + else + { + materialEditor.DrawToonStandard(prop, m_RampColorProp, true); + } + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + + m_RimOptionFoldout.value = materialEditor.Foldout(m_RimOptionFoldout.value, "Rim Lighting", material.IsKeywordEnabled("_RIMLIGHTING_ON"), material.IsKeywordEnabled("_RIMLIGHTING"), "_RimColor", true); + if (m_RimOptionFoldout.value) + { + if (m_RimLightEnabledProp != null) + { + materialEditor.DrawKeywordToggle(m_RimLightEnabledProp, "_RIMLIGHTING_ON", "Enable Rim Lighting"); + } + if (!material.IsKeywordEnabled("_RIMLIGHTING_ON")) + { + GUI.enabled = false; + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Rim]")) + { + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + var overlayEnabled = m_halfToneEnabledProp.floatValue == 1 || m_hatchingEnabledProp.floatValue == 1; + var overlayColorPropName = m_halfToneEnabledProp.floatValue == 1 ? "_HalftoneColor" : "_HatchingColor"; + m_OverlayOptionFoldout.value = materialEditor.Foldout(m_OverlayOptionFoldout.value, "Halftone / Hatching Overlay", overlayEnabled, overlayEnabled, overlayColorPropName, true); + if (m_OverlayOptionFoldout.value) + { + materialEditor.DrawOverlayModeButtons(m_halfToneEnabledProp, m_hatchingEnabledProp); + var targetMode = m_halfToneEnabledProp.floatValue == 1 ? "[Halftone]" : "NONE"; + targetMode = m_hatchingEnabledProp.floatValue == 1 ? "[Hatching]" : targetMode; + if (targetMode != "NONE") + { + if (m_halfToneEnabledProp.floatValue == 1) + { + m_patternSampleSpace = (PatternSampleSpace)EditorGUILayout.EnumPopup("Pattern Sample Space", m_patternSampleSpace); + if (m_patternSampleSpace == PatternSampleSpace.ObjectSpace) + { + material.SetFloat("_HalftoneUseScreenSpaceUV", 0); + } + else + { + material.SetFloat("_HalftoneUseScreenSpaceUV", 1); + } + } + if (m_halfToneEnabledProp.floatValue == 1) + { + materialEditor.DrawStandard(m_halfToneShapeProp); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, m_halfToneShapeProp); + } + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Hide]")) + continue; + if (prop.displayName.Contains(targetMode)) + { + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + } + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + + m_LightAndShadowOptionFoldout.value = materialEditor.Foldout(m_LightAndShadowOptionFoldout.value, "Light And Shadow", false, true, "_ShadowColor", true); + if (m_LightAndShadowOptionFoldout.value) + { + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Shadow]")) + { + if (prop.name.Contains("ShadowPattern")) + { + EditorGUI.indentLevel++; + EditorGUI.BeginDisabledGroup(material.GetFloat("_UseClipPattern") == 0); + materialEditor.DrawStandard(prop); + EditorGUI.EndDisabledGroup(); + EditorGUI.indentLevel--; + } + else + materialEditor.DrawStandard(prop); + EditorGUIHelper.CheckIndentLevel(originIndentLevel, prop); + } + } + GUI.enabled = true; + } + EditorGUI.indentLevel = originIndentLevel; + EditorGUILayout.Space(); + + } + + public void DrawSurfaceInputs(Material material, MaterialProperty[] _properties) + { + base.DrawSurfaceInputs(material); + //DrawEmissionProperties(material, true); + DrawTileOffset(materialEditor, baseMapProp); + foreach (var prop in _properties) + { + if (prop.displayName.Contains("[Surface]")) + { + if (prop.name.Contains("Bump")) + { + EditorGUI.BeginDisabledGroup(material.GetFloat("_UseNormalMap") == 0); + materialEditor.DrawStandard(prop); + EditorGUI.EndDisabledGroup(); + } + else + materialEditor.DrawStandard(prop); + } + } + + } + + private void ShaderPropertiesGUI(Material material, MaterialProperty[] _properties) + { + var originIndentLevel = EditorGUI.indentLevel; + EditorGUI.BeginChangeCheck(); + EditorGUI.indentLevel = originIndentLevel; + + + m_surfaceInputFoldout.value = materialEditor.Foldout(m_surfaceInputFoldout.value, "Surface Inputs", false, true, "_BaseColor"); + if (m_surfaceInputFoldout.value) + { + DrawSurfaceInputs(material, _properties); + EditorGUILayout.Space(); + } + EditorGUI.indentLevel = originIndentLevel; + //All custom properties + DrawOToonProperties(material, _properties); + materialEditor.EnableInstancingField(); + if (EditorGUI.EndChangeCheck()) + { + + } + } + + public override void MaterialChanged(Material material) + { + + } +} diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonShaderGraph.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonShaderGraph.cs.meta new file mode 100644 index 0000000..f2018bb --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonShaderGraph.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0bcc8c64cc166514ebda2319e3fb780f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonTooltip.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonTooltip.cs new file mode 100644 index 0000000..81697f1 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonTooltip.cs @@ -0,0 +1,40 @@ +using System.Collections.Generic; + +namespace OToon +{ + public static class OtoonToolTip + { + public static Dictionary Tips = new Dictionary + { + {"_ToonBlending","Blending between pure PBR( 0 ) and pure Toon (1)"}, + {"_BaseColor","Albedo color"}, + {"_SpecColor","Specular Color"}, + {"_SpecularSize","Control size of specular"}, + {"_SpecularFalloff","Control the smoothness of the edge of specular"}, + {"_SpecularClipMask","Pattern texture that mask out specular"}, + {"_SpecClipMaskScale","Pattern texture uv scale"}, + {"_SpecularClipStrength","Specular cutoff thredshold"}, + {"_StepViaRampTexture","Control stylize lighting through sampling ramp texture"}, + {"_NoiseScale","Scale of noise map"}, + {"_NoiseStrength","Noise Strength"}, + {"_DiffuseStep","Offseting the diffuse light direction influence"}, + {"_RimLightAlign","-1 = align as back light, 1 = align with light direction, 0 = align view edge"}, + {"_RimLightSmoothness","Control the smoothness of rim light"}, + {"_HalftoneNoiseClip","Mask thredshold of the noise map"}, + {"_BrushLowerCut","Cutout some of the light align part(use it to cutout parts that is too small)"}, + {"_BrushSize","Size of each halftone's pattern"}, + {"_HalftoneTilling","Scaling of halftone uv, increase the number to increase pattern density"}, + {"_ToneDiffuseStep","Offseting the diffuse light direction influence on overlay"}, + {"_SizeFalloff","Control how much the pattern size falloff with lights"}, + {"_HalfToneIncludeReceivedShadow","If the overlay calculation include shadowed area cast by others"}, + {"_SpecShadowStrength","Control how much specular can pass throgh shadowed area"}, + {"_HairSpecColor","Color of the anisotropic specular color"}, + {"_EnabledHairSpec","Enable the anisotropic specular"}, + {"_SpherizeNormalOrigin","The center of the sphere in obejct space(the desired value might vary on different mesh)"}, + {"_SpherizeNormalEnabled","Enable to treat the mesh normal as spehere, useful to flatten face mesh normal"}, + {"_HatchingSmoothness","Control hatching Edge Smoothness"}, + {"_HatchingDiffuseOffset","Control how much hatching affect by light direction"}, + {"_ShadowColor", "Custom shadow color, use alpha value to control the blending strength"} + }; + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonTooltip.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonTooltip.cs.meta new file mode 100644 index 0000000..3b3b954 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonTooltip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f2da76b2b110d5044be9b3b4983a051e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonUpdateHelper.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonUpdateHelper.cs new file mode 100644 index 0000000..e823068 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonUpdateHelper.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using UnityEditor; + +public static class OtoonUpdateHelper +{ + private const string filePath = "Assets/OToon- URP Toon Shading/Data/GradientSettingsManager.asset"; + + [InitializeOnLoadMethod] + private static void InitializeOnLoad() + { + var gsm = AssetDatabase.LoadAssetAtPath(filePath); + if (gsm != null) + { + EditorApplication.ExecuteMenuItem("Tools/OToon/Legacy Gradient Data Transfer Wizard"); + } + } +} diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonUpdateHelper.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonUpdateHelper.cs.meta new file mode 100644 index 0000000..8b2e780 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/OtoonUpdateHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dc201d6a2a330684ca1904ddb9efd474 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/SavedParameter.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/SavedParameter.cs new file mode 100644 index 0000000..38ef02c --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/SavedParameter.cs @@ -0,0 +1,84 @@ +namespace OToon +{ + using System; + using UnityEditor; + using UnityEngine.Assertions; + public class SavedParameter + where T : IEquatable + { + public delegate void SetParameter(string key, T value); + public delegate T GetParameter(string key, T defaultValue); + + readonly string m_Key; + bool m_Loaded; + T m_Value; + + readonly SetParameter m_Setter; + readonly GetParameter m_Getter; + + public SavedParameter(string key, T value, GetParameter getter, SetParameter setter) + { + Assert.IsNotNull(setter); + Assert.IsNotNull(getter); + + m_Key = key; + m_Loaded = false; + m_Value = value; + m_Setter = setter; + m_Getter = getter; + } + + void Load() + { + if (m_Loaded) + return; + + m_Loaded = true; + m_Value = m_Getter(m_Key, m_Value); + } + + public T value + { + get + { + Load(); + return m_Value; + } + set + { + Load(); + + if (m_Value.Equals(value)) + return; + + m_Value = value; + m_Setter(m_Key, value); + } + } + } + + // Pre-specialized class for easier use and compatibility with existing code + public sealed class SavedBool : SavedParameter + { + public SavedBool(string key, bool value) + : base(key, value, EditorPrefs.GetBool, EditorPrefs.SetBool) { } + } + + public sealed class SavedInt : SavedParameter + { + public SavedInt(string key, int value) + : base(key, value, EditorPrefs.GetInt, EditorPrefs.SetInt) { } + } + + public sealed class SavedFloat : SavedParameter + { + public SavedFloat(string key, float value) + : base(key, value, EditorPrefs.GetFloat, EditorPrefs.SetFloat) { } + } + + public sealed class SavedString : SavedParameter + { + public SavedString(string key, string value) + : base(key, value, EditorPrefs.GetString, EditorPrefs.SetString) { } + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/SavedParameter.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/SavedParameter.cs.meta new file mode 100644 index 0000000..1cbca0c --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/SavedParameter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67067d732e813514e84402d2bbb44900 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/SplitDrawer.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/SplitDrawer.cs new file mode 100644 index 0000000..83270df --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/SplitDrawer.cs @@ -0,0 +1,57 @@ + +using UnityEditor; +using UnityEngine; +using System.Collections.Generic; +public class SplitDrawer : MaterialPropertyDrawer +{ + private string[] PropNames; + private Dictionary MinMaxTable; + public SplitDrawer(string a, string b, string c, string d, float aMin, float aMax, float bMin, float bMax, float cMin, float cMax, float dMin, float dMax) + { + PropNames = new string[] { "", "", "", "" }; + MinMaxTable = new Dictionary(); + PropNames[0] = a; + PropNames[1] = b; + PropNames[2] = c; + PropNames[3] = d; + MinMaxTable.Add(a, new Vector2(aMin, aMax)); + MinMaxTable.Add(b, new Vector2(bMin, bMax)); + MinMaxTable.Add(c, new Vector2(cMin, cMax)); + MinMaxTable.Add(d, new Vector2(dMin, dMax)); + } + + public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) + { + if (prop.type != MaterialProperty.PropType.Vector) + { + Debug.LogWarning(prop.name + " is not a supported type for Split Material Property"); + } + var vals = prop.vectorValue; + EditorGUI.indentLevel++; + EditorGUI.BeginChangeCheck(); + for (int i = 1; i < 5; i++) + { + EditorGUILayout.BeginHorizontal(); + var name = PropNames[i - 1]; + EditorGUILayout.PrefixLabel(name); + if (i == 1) + vals.x = EditorGUILayout.Slider(vals.x, MinMaxTable[name].x, MinMaxTable[name].y); + else if (i == 2) + vals.y = EditorGUILayout.Slider(vals.y, MinMaxTable[name].x, MinMaxTable[name].y); + else if (i == 3) + vals.z = EditorGUILayout.Slider(vals.z, MinMaxTable[name].x, MinMaxTable[name].y); + else if (i == 4) + vals.w = EditorGUILayout.Slider(vals.w, MinMaxTable[name].x, MinMaxTable[name].y); + + EditorGUILayout.EndHorizontal(); + } + EditorGUI.indentLevel--; + EditorGUI.EndChangeCheck(); + prop.vectorValue = vals; + } + + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) + { + return 6; + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/SplitDrawer.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/SplitDrawer.cs.meta new file mode 100644 index 0000000..19869e6 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/SplitDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b4d725740f38354e8312da92c654928 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/StandardBaseShaderGUI.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/StandardBaseShaderGUI.cs new file mode 100644 index 0000000..664c37f --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/StandardBaseShaderGUI.cs @@ -0,0 +1,619 @@ +using System; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; + +namespace OToon +{ + public abstract class StandardBaseShaderGUI : ShaderGUI + { + #region EnumsAndClasses + + public enum SurfaceType + { + Opaque, + Transparent + } + + public enum BlendMode + { + Alpha, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Premultiply, // Physically plausible transparency mode, implemented as alpha pre-multiply + Additive, + Multiply + } + + public enum SmoothnessSource + { + BaseAlpha, + SpecularAlpha + } + + public enum RenderFace + { + Front = 2, + Back = 1, + Both = 0 + } + + protected class Styles + { + // Catergories + public static readonly GUIContent SurfaceOptions = + new GUIContent("Surface Options", "Controls how Universal RP renders the Material on a screen."); + + public static readonly GUIContent SurfaceInputs = new GUIContent("Surface Inputs", + "These settings describe the look and feel of the surface itself."); + + public static readonly GUIContent AdvancedLabel = new GUIContent("Advanced", + "These settings affect behind-the-scenes rendering and underlying calculations."); + + public static readonly GUIContent surfaceType = new GUIContent("Surface Type", + "Select a surface type for your texture. Choose between Opaque or Transparent."); + + public static readonly GUIContent blendingMode = new GUIContent("Blending Mode", + "Controls how the color of the Transparent surface blends with the Material color in the background."); + + public static readonly GUIContent cullingText = new GUIContent("Render Face", + "Specifies which faces to cull from your geometry. Front culls front faces. Back culls backfaces. None means that both sides are rendered."); + + public static readonly GUIContent alphaClipText = new GUIContent("Alpha Clipping", + "Makes your Material act like a Cutout shader. Use this to create a transparent effect with hard edges between opaque and transparent areas."); + + public static readonly GUIContent alphaClipThresholdText = new GUIContent("Threshold", + "Sets where the Alpha Clipping starts. The higher the value is, the brighter the effect is when clipping starts."); + + public static readonly GUIContent receiveShadowText = new GUIContent("Receive Shadows", + "When enabled, other GameObjects can cast shadows onto this GameObject."); + + public static readonly GUIContent baseMap = new GUIContent("Base Map", + "Specifies the base Material and/or Color of the surface. If you’ve selected Transparent or Alpha Clipping under Surface Options, your Material uses the Texture’s alpha channel or color."); + + public static readonly GUIContent emissionMap = new GUIContent("Emission Map", + "Sets a Texture map to use for emission. You can also select a color with the color picker. Colors are multiplied over the Texture."); + + public static readonly GUIContent normalMapText = + new GUIContent("Normal Map", "Assigns a tangent-space normal map."); + + public static readonly GUIContent bumpScaleNotSupported = + new GUIContent("Bump scale is not supported on mobile platforms"); + + public static readonly GUIContent fixNormalNow = new GUIContent("Fix now", + "Converts the assigned texture to be a normal map format."); + + public static readonly GUIContent queueSlider = new GUIContent("Priority", + "Determines the chronological rendering order for a Material. High values are rendered first."); + } + + #endregion + + #region Variables + + protected MaterialEditor materialEditor { get; set; } + + protected MaterialProperty surfaceTypeProp { get; set; } + + protected MaterialProperty blendModeProp { get; set; } + + protected MaterialProperty cullingProp { get; set; } + + protected MaterialProperty alphaClipProp { get; set; } + + protected MaterialProperty alphaCutoffProp { get; set; } + + protected MaterialProperty receiveShadowsProp { get; set; } + + // Common Surface Input properties + + protected MaterialProperty baseMapProp { get; set; } + + protected MaterialProperty baseColorProp { get; set; } + + protected MaterialProperty emissionMapProp { get; set; } + + protected MaterialProperty emissionColorProp { get; set; } + + protected MaterialProperty queueOffsetProp { get; set; } + + public bool m_FirstTimeApply = true; + + private const string k_KeyPrefix = "UniversalRP:Material:UI_State:"; + + private string m_HeaderStateKey = null; + + protected string headerStateKey { get { return m_HeaderStateKey; } } + + // Header foldout states + + SavedBool m_SurfaceOptionsFoldout; + + SavedBool m_SurfaceInputsFoldout; + + SavedBool m_AdvancedFoldout; + + #endregion + + private const int queueOffsetRange = 50; + //////////////////////////////////// + // General Functions // + //////////////////////////////////// + #region GeneralFunctions + + public abstract void MaterialChanged(Material material); + + public virtual void FindProperties(MaterialProperty[] properties) + { + surfaceTypeProp = FindProperty("_Surface", properties); + blendModeProp = FindProperty("_Blend", properties); + cullingProp = FindProperty("_Cull", properties); + alphaClipProp = FindProperty("_AlphaClip", properties); + alphaCutoffProp = FindProperty("_Cutoff", properties); + receiveShadowsProp = FindProperty("_ReceiveShadows", properties, false); + baseMapProp = FindProperty("_BaseMap", properties, false); + baseColorProp = FindProperty("_BaseColor", properties, false); + emissionMapProp = FindProperty("_EmissionMap", properties, false); + emissionColorProp = FindProperty("_EmissionColor", properties, false); + queueOffsetProp = FindProperty("_QueueOffset", properties, false); + } + + public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) + { + if (materialEditorIn == null) + throw new ArgumentNullException("materialEditorIn"); + + FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + materialEditor = materialEditorIn; + Material material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a universal shader. + if (m_FirstTimeApply) + { + OnOpenGUI(material, materialEditorIn); + m_FirstTimeApply = false; + } + + ShaderPropertiesGUI(material); + } + + public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor) + { + // Foldout states + m_HeaderStateKey = k_KeyPrefix + material.shader.name; // Create key string for editor prefs + m_SurfaceOptionsFoldout = new SavedBool($"{m_HeaderStateKey}.SurfaceOptionsFoldout", true); + m_SurfaceInputsFoldout = new SavedBool($"{m_HeaderStateKey}.SurfaceInputsFoldout", true); + m_AdvancedFoldout = new SavedBool($"{m_HeaderStateKey}.AdvancedFoldout", false); + + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + + public void ShaderPropertiesGUI(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + EditorGUI.BeginChangeCheck(); + + m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (m_SurfaceOptionsFoldout.value) + { + DrawSurfaceOptions(material); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + + m_SurfaceInputsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceInputsFoldout.value, Styles.SurfaceInputs); + if (m_SurfaceInputsFoldout.value) + { + DrawSurfaceInputs(material); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + + DrawAdditionalFoldouts(material); + + m_AdvancedFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdvancedFoldout.value, Styles.AdvancedLabel); + if (m_AdvancedFoldout.value) + { + DrawAdvancedOptions(material); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + } + + #endregion + //////////////////////////////////// + // Drawing Functions // + //////////////////////////////////// + #region DrawingFunctions + + public virtual void DrawSurfaceOptions(Material material) + { + DoPopup(Styles.surfaceType, surfaceTypeProp, Enum.GetNames(typeof(SurfaceType))); + if ((SurfaceType)material.GetFloat("_Surface") == SurfaceType.Transparent) + DoPopup(Styles.blendingMode, blendModeProp, Enum.GetNames(typeof(BlendMode))); + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = cullingProp.hasMixedValue; + var culling = (RenderFace)cullingProp.floatValue; + culling = (RenderFace)EditorGUILayout.EnumPopup(Styles.cullingText, culling); + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(Styles.cullingText.text); + cullingProp.floatValue = (float)culling; + material.doubleSidedGI = (RenderFace)cullingProp.floatValue != RenderFace.Front; + } + + EditorGUI.showMixedValue = false; + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = alphaClipProp.hasMixedValue; + var alphaClipEnabled = EditorGUILayout.Toggle(Styles.alphaClipText, alphaClipProp.floatValue == 1); + if (EditorGUI.EndChangeCheck()) + alphaClipProp.floatValue = alphaClipEnabled ? 1 : 0; + EditorGUI.showMixedValue = false; + + if (alphaClipProp.floatValue == 1) + materialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, 1); + + if (receiveShadowsProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = receiveShadowsProp.hasMixedValue; + var receiveShadows = + EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f); + if (EditorGUI.EndChangeCheck()) + receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f; + EditorGUI.showMixedValue = false; + } + } + + public virtual void DrawSurfaceInputs(Material material) + { + DrawBaseProperties(material); + } + + public virtual void DrawAdvancedOptions(Material material) + { + materialEditor.EnableInstancingField(); + DrawQueueOffsetField(); + } + + protected void DrawQueueOffsetField() + { + if (queueOffsetProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = queueOffsetProp.hasMixedValue; + var queue = EditorGUILayout.IntSlider(Styles.queueSlider, (int)queueOffsetProp.floatValue, -queueOffsetRange, queueOffsetRange); + if (EditorGUI.EndChangeCheck()) + queueOffsetProp.floatValue = queue; + EditorGUI.showMixedValue = false; + } + } + + public virtual void DrawAdditionalFoldouts(Material material) { } + + public virtual void DrawBaseProperties(Material material) + { + if (baseMapProp != null && baseColorProp != null) // Draw the baseMap, most shader will have at least a baseMap + { + materialEditor.TexturePropertySingleLine(Styles.baseMap, baseMapProp, baseColorProp); + // TODO Temporary fix for lightmapping, to be replaced with attribute tag. + if (material.HasProperty("_MainTex")) + { + material.SetTexture("_MainTex", baseMapProp.textureValue); + var baseMapTiling = baseMapProp.textureScaleAndOffset; + material.SetTextureScale("_MainTex", new Vector2(baseMapTiling.x, baseMapTiling.y)); + material.SetTextureOffset("_MainTex", new Vector2(baseMapTiling.z, baseMapTiling.w)); + } + } + } + + protected virtual void DrawEmissionProperties(Material material, bool keyword) + { + var emissive = true; + var hadEmissionTexture = emissionMapProp.textureValue != null; + + if (!keyword) + { + materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, emissionColorProp, + false); + } + else + { + // Emission for GI? + emissive = materialEditor.EmissionEnabledProperty(); + + EditorGUI.BeginDisabledGroup(!emissive); + { + // Texture and HDR color controls + materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, + emissionColorProp, + false); + } + EditorGUI.EndDisabledGroup(); + } + + // If texture was assigned and color was black set color to white + var brightness = emissionColorProp.colorValue.maxColorComponent; + if (emissionMapProp.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorProp.colorValue = Color.white; + + // UniversalRP does not support RealtimeEmissive. We set it to bake emissive and handle the emissive is black right. + if (emissive) + { + var oldFlags = material.globalIlluminationFlags; + var newFlags = MaterialGlobalIlluminationFlags.BakedEmissive; + + if (brightness <= 0f) + newFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + if (newFlags != oldFlags) + material.globalIlluminationFlags = newFlags; + } + } + + public static void DrawNormalArea(MaterialEditor materialEditor, MaterialProperty bumpMap, MaterialProperty bumpMapScale = null) + { + if (bumpMapScale != null) + { + materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, + bumpMap.textureValue != null ? bumpMapScale : null); + if (bumpMapScale.floatValue != 1 && + UnityEditorInternal.InternalEditorUtility.IsMobilePlatform( + EditorUserBuildSettings.activeBuildTarget)) + if (materialEditor.HelpBoxWithButton(Styles.bumpScaleNotSupported, Styles.fixNormalNow)) + bumpMapScale.floatValue = 1; + } + else + { + materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap); + } + } + + protected static void DrawTileOffset(MaterialEditor materialEditor, MaterialProperty textureProp) + { + materialEditor.TextureScaleOffsetProperty(textureProp); + } + + #endregion + //////////////////////////////////// + // Material Data Functions // + //////////////////////////////////// + #region MaterialDataFunctions + + public static void SetMaterialKeywords(Material material, Action shadingModelFunc = null, Action shaderFunc = null) + { + // Clear all keywords for fresh start + material.shaderKeywords = null; + + // Setup blending - consistent across all Universal RP shaders + SetupMaterialBlendMode(material); + + // Receive Shadows + if (material.HasProperty("_ReceiveShadows")) + CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f); + + // Emission + if (material.HasProperty("_EmissionColor")) + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = + (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + if (material.HasProperty("_EmissionEnabled") && !shouldEmissionBeEnabled) + shouldEmissionBeEnabled = material.GetFloat("_EmissionEnabled") >= 0.5f; + CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + + // Normal Map + if (material.HasProperty("_BumpMap")) + CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); + + // Shader specific keyword functions + shadingModelFunc?.Invoke(material); + shaderFunc?.Invoke(material); + } + + public static void SetupMaterialBlendMode(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + bool alphaClip = false; + if (material.HasProperty("_AlphaClip")) + alphaClip = material.GetFloat("_AlphaClip") >= 0.5; + + if (alphaClip) + { + material.EnableKeyword("_ALPHATEST_ON"); + } + else + { + material.DisableKeyword("_ALPHATEST_ON"); + } + + if (material.HasProperty("_Surface")) + { + SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface"); + if (surfaceType == SurfaceType.Opaque) + { + if (alphaClip) + { + material.renderQueue = (int)RenderQueue.AlphaTest; + material.SetOverrideTag("RenderType", "TransparentCutout"); + } + else + { + material.renderQueue = (int)RenderQueue.Geometry; + material.SetOverrideTag("RenderType", "Opaque"); + } + + material.renderQueue += material.HasProperty("_QueueOffset") ? (int)material.GetFloat("_QueueOffset") : 0; + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.SetShaderPassEnabled("ShadowCaster", true); + } + else + { + BlendMode blendMode = (BlendMode)material.GetFloat("_Blend"); + + // Specific Transparent Mode Settings + switch (blendMode) + { + case BlendMode.Alpha: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Additive: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_ALPHAMODULATE_ON"); + break; + } + + // General Transparent Material Settings + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = (int)RenderQueue.Transparent; + material.renderQueue += material.HasProperty("_QueueOffset") ? (int)material.GetFloat("_QueueOffset") : 0; + material.SetShaderPassEnabled("ShadowCaster", false); + } + } + } + + #endregion + //////////////////////////////////// + // Helper Functions // + //////////////////////////////////// + #region HelperFunctions + + public static void TwoFloatSingleLine(GUIContent title, MaterialProperty prop1, GUIContent prop1Label, + MaterialProperty prop2, GUIContent prop2Label, MaterialEditor materialEditor, float labelWidth = 30f) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = prop1.hasMixedValue || prop2.hasMixedValue; + Rect rect = EditorGUILayout.GetControlRect(); + EditorGUI.PrefixLabel(rect, title); + var indent = EditorGUI.indentLevel; + var preLabelWidth = EditorGUIUtility.labelWidth; + EditorGUI.indentLevel = 0; + EditorGUIUtility.labelWidth = labelWidth; + Rect propRect1 = new Rect(rect.x + preLabelWidth, rect.y, + (rect.width - preLabelWidth) * 0.5f, EditorGUIUtility.singleLineHeight); + var prop1val = EditorGUI.FloatField(propRect1, prop1Label, prop1.floatValue); + + Rect propRect2 = new Rect(propRect1.x + propRect1.width, rect.y, + propRect1.width, EditorGUIUtility.singleLineHeight); + var prop2val = EditorGUI.FloatField(propRect2, prop2Label, prop2.floatValue); + + EditorGUI.indentLevel = indent; + EditorGUIUtility.labelWidth = preLabelWidth; + + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(title.text); + prop1.floatValue = prop1val; + prop2.floatValue = prop2val; + } + + EditorGUI.showMixedValue = false; + } + + public void DoPopup(GUIContent label, MaterialProperty property, string[] options) + { + DoPopup(label, property, options, materialEditor); + } + + public static void DoPopup(GUIContent label, MaterialProperty property, string[] options, MaterialEditor materialEditor) + { + if (property == null) + throw new ArgumentNullException("property"); + + EditorGUI.showMixedValue = property.hasMixedValue; + + var mode = property.floatValue; + EditorGUI.BeginChangeCheck(); + mode = EditorGUILayout.Popup(label, (int)mode, options); + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(label.text); + property.floatValue = mode; + } + + EditorGUI.showMixedValue = false; + } + + // Helper to show texture and color properties + public static Rect TextureColorProps(MaterialEditor materialEditor, GUIContent label, MaterialProperty textureProp, MaterialProperty colorProp, bool hdr = false) + { + Rect rect = EditorGUILayout.GetControlRect(); + EditorGUI.showMixedValue = textureProp.hasMixedValue; + materialEditor.TexturePropertyMiniThumbnail(rect, textureProp, label.text, label.tooltip); + EditorGUI.showMixedValue = false; + + if (colorProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = colorProp.hasMixedValue; + int indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + Rect rectAfterLabel = new Rect(rect.x + EditorGUIUtility.labelWidth, rect.y, + EditorGUIUtility.fieldWidth, EditorGUIUtility.singleLineHeight); + var col = EditorGUI.ColorField(rectAfterLabel, GUIContent.none, colorProp.colorValue, true, + false, hdr); + EditorGUI.indentLevel = indentLevel; + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(colorProp.displayName); + colorProp.colorValue = col; + } + EditorGUI.showMixedValue = false; + } + + return rect; + } + + // Copied from shaderGUI as it is a protected function in an abstract class, unavailable to others + + public new static MaterialProperty FindProperty(string propertyName, MaterialProperty[] properties) + { + return FindProperty(propertyName, properties, true); + } + + // Copied from shaderGUI as it is a protected function in an abstract class, unavailable to others + + public new static MaterialProperty FindProperty(string propertyName, MaterialProperty[] properties, bool propertyIsMandatory) + { + for (int index = 0; index < properties.Length; ++index) + { + if (properties[index] != null && properties[index].name == propertyName) + return properties[index]; + } + // if (propertyIsMandatory) + // throw new ArgumentException("Could not find MaterialProperty: '" + propertyName + "', Num properties: " + (object)properties.Length); + return null; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/StandardBaseShaderGUI.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/StandardBaseShaderGUI.cs.meta new file mode 100644 index 0000000..03e9c69 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/StandardBaseShaderGUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ffacf7f7e309b484ea73711b358aaec2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/ToggleExDrawer.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/ToggleExDrawer.cs new file mode 100644 index 0000000..a350ee2 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/ToggleExDrawer.cs @@ -0,0 +1,37 @@ + +using UnityEditor; +using UnityEngine; +using System.Collections.Generic; +using System; + +public class ToggleExDrawer : MaterialPropertyDrawer +{ + public ToggleExDrawer() + { + } + + static bool IsPropertyTypeSuitable(MaterialProperty prop) + { + return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range; + } + + public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) + { + if (!IsPropertyTypeSuitable(prop)) + { + Debug.LogWarning(prop.name + " is not a supported type for ToggleEx Material Property"); + } + var value = (Math.Abs(prop.floatValue) > 0.001f); + EditorGUI.BeginChangeCheck(); + value = EditorGUI.Toggle(position, label, value); + if (EditorGUI.EndChangeCheck()) + { + prop.floatValue = value ? 1.0f : 0f; + } + } + + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) + { + return 16; + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/ToggleExDrawer.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/ToggleExDrawer.cs.meta new file mode 100644 index 0000000..e682c81 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/ToggleExDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3d9f7ab9c118b394a8801e40b4d5388b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/URPSetupHelper.cs b/Assets/OToon- URP Toon Shading/Shaders/Editor/URPSetupHelper.cs new file mode 100644 index 0000000..cfd4e46 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/URPSetupHelper.cs @@ -0,0 +1,158 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using UnityEngine.Rendering.Universal; +using UnityEditor.PackageManager.Requests; +using UnityEditor.PackageManager; +using OToon; +using UnityEngine.Rendering; + +public class URPSetupHelper : EditorWindow +{ + public RenderPipelineAsset defaultRenderPipelineAsset; + private UniversalRendererData m_forwardRendererData; + private static GUIStyle errorStyle; + private static GUIStyle correctStyle; + private static ListRequest ListRequest; + private static bool m_packgeChecked; + private static bool m_urpInstalled; + private static bool m_pipelineAssetInstalled; + + private const string URP_PACKAGE = "com.unity.render-pipelines.universal"; + private const string SRP_CORE_PACKAGE = "com.unity.render-pipelines.core"; + private static List m_installedPackge = new List(); + + [MenuItem("Tools/URPSetupHelper")] + static void URPHelperWindow() + { + URPSetupHelper window = ScriptableObject.CreateInstance(typeof(URPSetupHelper)) as URPSetupHelper; + window.ShowUtility(); + window.minSize = new Vector2(450, 300); + m_urpInstalled = false; + m_pipelineAssetInstalled = false; + CheckPackageList(); + } + + private static void CheckPackageList() + { + m_packgeChecked = false; + ListRequest = Client.List(); // List packages installed for the project + EditorApplication.update += CheckPackageProgress; + } + + + private static void CheckPackageProgress() + { + m_installedPackge.Clear(); + if (ListRequest.IsCompleted) + { + if (ListRequest.Status == StatusCode.Success) + foreach (var package in ListRequest.Result) + m_installedPackge.Add(package.name); + else if (ListRequest.Status >= StatusCode.Failure) + Debug.Log(ListRequest.Error.message); + + EditorApplication.update -= CheckPackageProgress; + m_packgeChecked = true; + } + + if (m_installedPackge.Contains(URP_PACKAGE)) + { + m_urpInstalled = true; + } + } + + void OnGUI() + { + EditorGUILayout.BeginVertical(); + EditorGUILayout.LabelField("The Otoon shaders will only work in Universal render pipeline. \nMake sure you install URP via package manager and setup the render pipeline asset first", GUILayout.Height(60)); + errorStyle = new GUIStyle(); + errorStyle.normal.textColor = Color.red; + correctStyle = new GUIStyle(); + correctStyle.normal.textColor = Color.green; + + if (!m_packgeChecked) + { + EditorGUILayout.LabelField("Fetching Package Data, Please Wait..."); + } + else + { + if (m_urpInstalled) + { + EditorGUILayout.LabelField("Universal RP package has been installed", correctStyle); + } + else + { + EditorGUILayout.LabelField("Universal RP package not installed, would you like to install it?", errorStyle); + if (GUILayout.Button("Insatll URP Package")) + { + UnityEditor.PackageManager.UI.Window.Open(URP_PACKAGE); + } + } + m_pipelineAssetInstalled = GraphicsSettings.defaultRenderPipeline != null; + m_forwardRendererData = EditorGUIHelper.GetDefaultRenderer() as UniversalRendererData; + + EditorGUILayout.BeginHorizontal(); + { + EditorGUILayout.LabelField("Universal RP Package : "); + if (!m_urpInstalled) + { + EditorGUILayout.LabelField("Not install yet", errorStyle); + } + else + { + EditorGUILayout.LabelField("Installed!", correctStyle); + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUI.BeginDisabledGroup(!m_urpInstalled); + + EditorGUILayout.BeginHorizontal(); + { + EditorGUILayout.LabelField("Universal Render Pipeline Asset : "); + if (!m_urpInstalled || !m_pipelineAssetInstalled) + { + EditorGUILayout.LabelField("Not Set", errorStyle); + } + else + { + EditorGUILayout.LabelField("Setted!", correctStyle); + } + } + EditorGUILayout.EndHorizontal(); + if (!m_pipelineAssetInstalled) + EditorGUILayout.LabelField("Setup the pipeline asset by dragging the URP pipeline asset into \n`Scriptable Render Pipeline Settings` Field under Project Settings/Grahpics.", GUILayout.Height(60)); + if (!m_urpInstalled || !m_pipelineAssetInstalled) + { + if (GUILayout.Button("Create pipeline asset & Open project settings")) + { + UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath("Assets", typeof(UnityEngine.Object)); + Selection.activeObject = obj; + EditorGUIUtility.PingObject(obj); + + if (EditorApplication.ExecuteMenuItem("Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer)")) + { + Debug.Log("Setup the pipeline asset by dragging the URP pipeline asset into \n`Scriptable Render Pipeline Settings` Field under Project Settings/Grahpics."); + SettingsService.OpenProjectSettings("Project/Graphics"); + } + } + } + //GraphicsSettings.defaultRenderPipeline + m_forwardRendererData = EditorGUILayout.ObjectField("", m_forwardRendererData, typeof(UniversalRendererData), true) as UniversalRendererData; + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndVertical(); + + if (m_urpInstalled && m_pipelineAssetInstalled) + { + EditorGUILayout.LabelField("All set! Try re-import the shader if it shows pink color only", correctStyle); + } + } + } + + void OnInspectorUpdate() + { + Repaint(); + } +} diff --git a/Assets/OToon- URP Toon Shading/Shaders/Editor/URPSetupHelper.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/Editor/URPSetupHelper.cs.meta new file mode 100644 index 0000000..3228363 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Editor/URPSetupHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 96cda11385a0ce942be2ca89e14e861f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library.meta b/Assets/OToon- URP Toon Shading/Shaders/Library.meta new file mode 100644 index 0000000..b03f494 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9a7c036c324dec14fb02dae51016460e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/CustomLighting.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/CustomLighting.hlsl new file mode 100644 index 0000000..29f384f --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/CustomLighting.hlsl @@ -0,0 +1,344 @@ +struct LightStruct +{ + half3 Color; + half3 Direction; + half DistanceAtten; + half ShadowAtten; +}; + +struct SpecStruct +{ + half3 Color; + half3 Size; + half Smoothness; + half ShadowStrenth; +}; + + +void MainLight_half(half3 positionWS, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) +{ + #if defined(SHADERGRAPH_PREVIEW) + Direction = half3(0.5, 0.5, 0); + Color = 1; + DistanceAtten = 1; + ShadowAtten = 1; + #else + #if defined(_RECEIVE_SHADOWS_OFF) + Light mainLight = GetMainLight(); + ShadowAtten = 1.0h; + Direction = mainLight.direction; + Color = mainLight.color; + DistanceAtten = mainLight.distanceAttenuation; + #else + float4 shadowCoord = TransformWorldToShadowCoord(positionWS); + + #if VERSION_GREATER_EQUAL(10, 1) + ShadowAtten = MainLightShadow(shadowCoord, positionWS, half4(1, 1, 1, 1), _MainLightOcclusionProbes); + #else + ShadowAtten = MainLightRealtimeShadow(shadowCoord); + #endif + + Light mainLight = GetMainLight(shadowCoord); + Direction = mainLight.direction; + Color = mainLight.color; + DistanceAtten = mainLight.distanceAttenuation; + #endif + #endif +} + +void MainLight_float(half3 positionWS, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) +{ + #if defined(SHADERGRAPH_PREVIEW) + Direction = half3(0.5, 0.5, 0); + Color = 1; + DistanceAtten = 1; + ShadowAtten = 1; + #else + #if defined(_RECEIVE_SHADOWS_OFF) + Light mainLight = GetMainLight(); + ShadowAtten = 1.0h; + Direction = mainLight.direction; + Color = mainLight.color; + DistanceAtten = mainLight.distanceAttenuation; + #else + float4 shadowCoord = TransformWorldToShadowCoord(positionWS); + + #if VERSION_GREATER_EQUAL(10, 1) + ShadowAtten = MainLightShadow(shadowCoord, positionWS, half4(1, 1, 1, 1), _MainLightOcclusionProbes); + #else + ShadowAtten = MainLightRealtimeShadow(shadowCoord); + #endif + + Light mainLight = GetMainLight(shadowCoord); + Direction = mainLight.direction; + Color = mainLight.color; + DistanceAtten = mainLight.distanceAttenuation; + #endif + #endif +} + +void AdditionalLight_half(uint lightIndex, float3 positionWS, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) +{ + ShadowAtten = 1.0h; + + #ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + Light light = GetAdditionalLight(lightIndex, positionWS); + Direction = light.direction; + Color = light.color; + DistanceAtten = light.distanceAttenuation; + #endif +} + +void AdditionalLight_float(uint lightIndex, float3 positionWS, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) +{ + ShadowAtten = 1.0h; + + #ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + Light light = GetAdditionalLight(lightIndex, positionWS); + Direction = light.direction; + Color = light.color; + DistanceAtten = light.distanceAttenuation; + #endif +} + +void ToonSpecular_half(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half3 specular, half size, half smoothness, out half3 Out) +{ + + #if defined(SHADERGRAPH_PREVIEW) + Out = 0; + #else + half reverseSize = 1 - size; + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + half NdotH = saturate(dot(normal, halfVec)); + half spec = pow(NdotH, reverseSize); + half delta = fwidth(spec); + half modifier = smoothstep(reverseSize - delta, reverseSize + delta + smoothness, spec); + half3 specularReflection = specular.rgb * modifier; + Out = lightColor * specularReflection; + #endif +} + +void ToonSpecular_float(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half3 specular, half size, half smoothness, out half3 Out) +{ + + #if defined(SHADERGRAPH_PREVIEW) + Out = 0; + #else + half reverseSize = 1 - size; + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + half NdotH = saturate(dot(normal, halfVec)); + half spec = pow(NdotH, reverseSize); + half delta = fwidth(spec); + half modifier = smoothstep(reverseSize - delta, reverseSize + delta + smoothness, spec); + half3 specularReflection = specular.rgb * modifier; + Out = lightColor * specularReflection; + #endif +} + +float2 Rotate(float2 UV, float2 Center, float Rotation) +{ + //rotation matrix + Rotation = Rotation * (3.1415926f / 180.0f); + UV -= Center; + float s = sin(Rotation); + float c = cos(Rotation); + + //center rotation matrix + float2x2 rMatrix = float2x2(c, -s, s, c); + rMatrix *= 0.5; + rMatrix += 0.5; + rMatrix = rMatrix * 2 - 1; + + //multiply the UVs by the rotation matrix + UV.xy = mul(UV.xy, rMatrix); + UV += Center; + + return UV; +} + +void ProceduralCrossHatching_half(Texture2D hatchMap, SamplerState state, half2 scale, float2 uv, half ndotl, half hatchingRotation, half hatchingDrawStrength, half hatchingSmoothness, half hatchingDensity, out half Out) +{ + half hatching = 1.0; + half p = 1.0; + half realNdotL = 1 - ndotl; + float2 uv1 = Rotate(uv.xy, float2(0.5, 0.5), hatchingRotation); + float2 uv2 = Rotate(uv1.xy, float2(0.5, 0.5), 90); + float2 currentUV = uv1; + float currentScale = 1.0; + half sizeUpper = ndotl * hatchingDrawStrength * 0.1; + + const int count = 15; + for (int i = 0; i < count; i++) + { + currentUV = lerp(uv1, uv2, i % 2); + float g = SAMPLE_TEXTURE2D_LOD(hatchMap, state, scale * currentUV * currentScale, 0).r; + g = 1.0 - smoothstep(0.5 - hatchingSmoothness, 0.5 + hatchingSmoothness + 0.1, sizeUpper - g); + hatching = min(g, hatching); + currentScale *= 1.2; + + if ((half)i > (smoothstep(0.5, 0.5 + (2 - hatchingDensity), ndotl) * hatchingDrawStrength)) + { + break; + } + } + Out = hatching; +} + +void ProceduralCrossHatching_float(Texture2D hatchMap, SamplerState state, half2 scale, float2 uv, half ndotl, half hatchingRotation, half hatchingDrawStrength, half hatchingSmoothness, half hatchingDensity, out half Out) +{ + half hatching = 1.0; + half p = 1.0; + half realNdotL = 1 - ndotl; + float2 uv1 = Rotate(uv.xy, float2(0.5, 0.5), hatchingRotation); + float2 uv2 = Rotate(uv1.xy, float2(0.5, 0.5), 90); + float2 currentUV = uv1; + float currentScale = 1.0; + half sizeUpper = ndotl * hatchingDrawStrength * 0.1; + + const int count = 15; + for (int i = 0; i < count; i++) + { + currentUV = lerp(uv1, uv2, i % 2); + float g = SAMPLE_TEXTURE2D_LOD(hatchMap, state, scale * currentUV * currentScale, 0).r; + g = 1.0 - smoothstep(0.5 - hatchingSmoothness, 0.5 + hatchingSmoothness + 0.1, sizeUpper - g); + hatching = min(g, hatching); + currentScale *= 1.2; + + if ((half)i > (smoothstep(0.5, 0.5 + (2 - hatchingDensity), ndotl) * hatchingDrawStrength)) + { + break; + } + } + Out = hatching; +} + + +void ToonShading(SpecStruct spec, LightStruct light, half4 shadowColor, half3 diffuse, half3 positionWS, half3 normalWS, half3 viewDirectionWS, float2 UV, float2 screenUV, half diffuseStep, half rampLighting, half useRampColor, Texture2D rampTex, SamplerState state, half overrideShadowColor, out half3 Out) +{ + // Out = diffuse; + half3 outColor = diffuse; + half4 customShadowColor = shadowColor; + half NdotL = saturate(dot(normalWS, light.Direction) - diffuseStep); + half StepNdotL = lerp(step(0.5, NdotL), SAMPLE_TEXTURE2D(rampTex, state, float2(NdotL, 0.5)).r, rampLighting); + + if (useRampColor == 1) + { + customShadowColor.rgb = lerp(customShadowColor.rgb, diffuse * SAMPLE_TEXTURE2D(rampTex, state, half2(0, 0.5)).rgb, useRampColor * overrideShadowColor); + outColor = diffuse * SAMPLE_TEXTURE2D(rampTex, state, float2(NdotL, 0.5)).rgb; + } + else + { + outColor = lerp(lerp(outColor, customShadowColor.rgb, customShadowColor.a), outColor, StepNdotL); + } + + half3 specular = 0; + + #if defined(_SPECULARHIGHTLIGHTS_ON) + ToonSpecular_half(light.Color, light.Direction, normalWS, viewDirectionWS, spec.Color, spec.Size, spec.Smoothness, specular); + #endif + // CUSTOM SHADOW COLOR + outColor = lerp(lerp(outColor, customShadowColor, customShadowColor.a), outColor, light.ShadowAtten); + // CUSTOM SHADOW COLOR + + //APPLY SPECULAR + outColor += lerp(specular * light.ShadowAtten, specular, spec.ShadowStrenth); + //APPLY SPECULAR + + outColor *= light.Color * light.DistanceAtten; + Out = outColor; +} + +void RampLighting_half(half3 specularColor, half specularSize, half specularSmoothness, half specShadowStrength, half shadowClipPattern, half4 shadowColor, half3 GI, half3 diffuse, half3 positionWS, half3 normalWS, half3 viewDirectionWS, float2 UV, float2 screenUV, half diffuseStep, half rampLighting, half useRampColor, Texture2D rampTex, SamplerState state, half overrideShadowColor, out half3 Out) +{ + LightStruct mainLight; + MainLight_half(positionWS, mainLight.Direction, mainLight.Color, mainLight.DistanceAtten, mainLight.ShadowAtten); + mainLight.ShadowAtten += shadowClipPattern; + mainLight.ShadowAtten = saturate(mainLight.ShadowAtten); + + SpecStruct spec; + spec.Color = specularColor; + spec.Size = specularSize; + spec.Smoothness = specularSmoothness; + spec.ShadowStrenth = specShadowStrength; + + Out = GI; + half3 mainLightShaded = 0; + ToonShading(spec, mainLight, shadowColor, diffuse, positionWS, normalWS, viewDirectionWS, UV, screenUV, diffuseStep, rampLighting, useRampColor, rampTex, state, overrideShadowColor, mainLightShaded); + Out += mainLightShaded; + + + #ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) + { + LightStruct additionalLight; + AdditionalLight_half(lightIndex, positionWS, additionalLight.Direction, additionalLight.Color, additionalLight.DistanceAtten, additionalLight.ShadowAtten); + half3 additionalShaded = 0; + ToonShading(spec, additionalLight, shadowColor, diffuse, positionWS, normalWS, viewDirectionWS, UV, screenUV, diffuseStep, rampLighting, useRampColor, rampTex, state, overrideShadowColor, additionalShaded); + Out += additionalShaded; + } + #endif +} + + +void RampLighting_float(half3 specularColor, half specularSize, half specularSmoothness, half specShadowStrength, half shadowClipPattern, half4 shadowColor, half3 GI, half3 diffuse, half3 positionWS, half3 normalWS, half3 viewDirectionWS, float2 UV, float2 screenUV, half diffuseStep, half rampLighting, half useRampColor, Texture2D rampTex, SamplerState state, half overrideShadowColor, out half3 Out) +{ + LightStruct mainLight; + MainLight_half(positionWS, mainLight.Direction, mainLight.Color, mainLight.DistanceAtten, mainLight.ShadowAtten); + mainLight.ShadowAtten += shadowClipPattern; + mainLight.ShadowAtten = saturate(mainLight.ShadowAtten); + + SpecStruct spec; + spec.Color = specularColor; + spec.Size = specularSize; + spec.Smoothness = specularSmoothness; + spec.ShadowStrenth = specShadowStrength; + + Out = GI; + half3 mainLightShaded = 0; + ToonShading(spec, mainLight, shadowColor, diffuse, positionWS, normalWS, viewDirectionWS, UV, screenUV, diffuseStep, rampLighting, useRampColor, rampTex, state, overrideShadowColor, mainLightShaded); + Out += mainLightShaded; + + + #ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) + { + LightStruct additionalLight; + AdditionalLight_half(lightIndex, positionWS, additionalLight.Direction, additionalLight.Color, additionalLight.DistanceAtten, additionalLight.ShadowAtten); + half3 additionalShaded = 0; + ToonShading(spec, additionalLight, shadowColor, diffuse, positionWS, normalWS, viewDirectionWS, UV, screenUV, diffuseStep, rampLighting, useRampColor, rampTex, state, overrideShadowColor, additionalShaded); + Out += additionalShaded; + } + #endif +} + +void RimLighting_half(half4 rimColor, half3 lightDir, half3 normal, half3 viewDir, half rimPower, half rimLightAlign, half rimSmoothmess, out half3 Out) +{ + #if defined(SHADERGRAPH_PREVIEW) + Out = 0; + #else + rimPower = 1.0 - rimPower; + half NdotL = saturate(dot(lightDir, normal)); + half rim = saturate((1.0 - dot(viewDir, normal)) * lerp(1, NdotL, saturate(rimLightAlign)) * lerp(1, 1 - NdotL, saturate(-rimLightAlign))); + half delta = fwidth(rim); + half3 rimLighting = smoothstep(rimPower - delta, rimPower + delta + rimSmoothmess, rim) * rimColor.rgb * rimColor.a; + Out = rimLighting; + #endif +} + +void RimLighting_float(half4 rimColor, half3 lightDir, half3 normal, half3 viewDir, half rimPower, half rimLightAlign, half rimSmoothmess, out half3 Out) +{ + #if defined(SHADERGRAPH_PREVIEW) + Out = 0; + #else + rimPower = 1.0 - rimPower; + half NdotL = saturate(dot(lightDir, normal)); + half rim = saturate((1.0 - dot(viewDir, normal)) * lerp(1, NdotL, saturate(rimLightAlign)) * lerp(1, 1 - NdotL, saturate(-rimLightAlign))); + half delta = fwidth(rim); + half3 rimLighting = smoothstep(rimPower - delta, rimPower + delta + rimSmoothmess, rim) * rimColor.rgb * rimColor.a; + Out = rimLighting; + #endif +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/CustomLighting.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/CustomLighting.hlsl.meta new file mode 100644 index 0000000..758551b --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/CustomLighting.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e66589404f19f9d48bad7750193ed137 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/Lighting_Extend.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/Lighting_Extend.hlsl new file mode 100644 index 0000000..c48450b --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/Lighting_Extend.hlsl @@ -0,0 +1,604 @@ +#ifndef CUSTOM_LIGHTING_EXTEND_INCLUDED +#define CUSTOM_LIGHTING_EXTEND_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +#include "OToonPBRSurfaceData.hlsl" + +TEXTURE2D(_RampTex); SAMPLER(sampler_RampTex); +TEXTURE2D(_DiffuseWrapNoise); SAMPLER(sampler_DiffuseWrapNoise); +TEXTURE2D(_SpecularClipMask); SAMPLER(sampler_SpecularClipMask); +TEXTURE2D(_HairSpecNoiseMap); SAMPLER(sampler_HairSpecNoiseMap); +TEXTURE2D(_HatchingNoiseMap); SAMPLER(sampler_HatchingNoiseMap); +TEXTURE2D(_HalfToneNoiseMap); SAMPLER(sampler_HalfToneNoiseMap); +TEXTURE2D(_HalfTonePatternMap); SAMPLER(sampler_HalfTonePatternMap); +TEXTURE2D(_FaceShadowMap); SAMPLER(sampler_FaceShadowMap); + +half StepFeatherToon(half Term, half maxTerm, half step, half feather) +{ + return saturate((Term / maxTerm - step) / feather) * maxTerm; +} + +half AdjustedNdotL(half3 normal, half3 lightDir, half offset, half noise) +{ + half NdotL = saturate(dot(normal, lightDir) - offset +noise); + return NdotL; +} + +half AdjustedNdotL(half3 normal, half3 lightDir, half offset) +{ + half NdotL = saturate(dot(normal, lightDir) - offset); + return NdotL; +} + +float Unity_Rectangle(float2 UV, float Width, float Height) +{ + float2 d = abs(UV * 2.0 - 1.0) / float2(Width, Height); + return 1.0 - d.x; +} + +float Unity_Ellipse(float2 UV, float Width, float Height) +{ + float d = length((UV * 2.0 - 1.0) / float2(Width, Height)); + return saturate((1 - d) / fwidth(d)); +} + +float Remap(float In, float2 InMinMax, float2 OutMinMax) +{ + return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); +} + +float2 Rotate(float2 UV, float2 Center, float Rotation) +{ + //rotation matrix + Rotation = Rotation * (3.1415926f / 180.0f); + UV -= Center; + float s = sin(Rotation); + float c = cos(Rotation); + + //center rotation matrix + float2x2 rMatrix = float2x2(c, -s, s, c); + rMatrix *= 0.5; + rMatrix += 0.5; + rMatrix = rMatrix * 2 - 1; + + //multiply the UVs by the rotation matrix + UV.xy = mul(UV.xy, rMatrix); + UV += Center; + + return UV; +} + +half StripeShapeValue(float2 uv, float frequency, float2 offset, float rotation, float size) +{ + uv = Rotate(uv, float2(0.5, 0.5), rotation); + float2 UV = uv * float2(frequency, 1) + offset; + return Unity_Rectangle(frac(UV), size, size); +} + +float DotShapeValue(float2 uv, float2 scale, float2 offset, float sizeAdjust, float size) +{ + float2 dotUV = (uv * scale); + float2 offsets = float2(0.5, 1); + float alterX = dotUV.x + step(1, fmod(dotUV.y, 2)) * offsets.x; + float alterY = dotUV.y + step(1, fmod(dotUV.x, 2)) * offsets.y; + dotUV.x = alterX; + dotUV.y = alterY; + dotUV = frac(dotUV); + float brushSize = size * sizeAdjust; + return Unity_Ellipse(dotUV, brushSize, brushSize); +} + +half PrceduralCrossHatching(float2 uv, OtoonPBRSurfaceData surface, half ndotl) +{ + half hatching = 1.0; + half p = 1.0; + half realNdotL = 1 - ndotl; + float2 uv1 = Rotate(uv.xy, float2(0.5, 0.5), surface.hatchingRotation); + float2 uv2 = Rotate(uv1.xy, float2(0.5, 0.5), 90); + float2 currentUV = uv1; + float currentScale = 1.0; + half sizeUpper = ndotl * surface.hatchingDrawStrength * 0.1; + + const int count = 15; + for (int i = 0; i < count; i++) + { + currentUV = lerp(uv1, uv2, i % 2); + float g = SAMPLE_TEXTURE2D_LOD(_HatchingNoiseMap, sampler_HatchingNoiseMap, _HatchingNoiseMap_ST.xy * currentUV * currentScale, 0).r; + g = 1.0 - smoothstep(0.5 - surface.hatchingSmoothness, 0.5 + surface.hatchingSmoothness + 0.1, sizeUpper - g); + hatching = min(g, hatching); + currentScale *= 1.2; + + if ((half)i > (smoothstep(0.5, 0.5 + (2 - surface.hatchingDensity), ndotl) * surface.hatchingDrawStrength)) + { + break; + } + } + return hatching; +} + +half ObjectUVHatching(float2 uv, OtoonPBRSurfaceData surface, half ndotl) +{ + return PrceduralCrossHatching(uv, surface, ndotl); +} + +half DirectBRDFToonSpecular(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS, OtoonPBRSurfaceData otoonSurface) +{ + float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS)); + float NoH = saturate(dot(normalWS, halfDir)); + half LoH = saturate(dot(lightDirectionWS, halfDir)); + + // GGX Distribution multiplied by combined approximation of Visibility and Fresnel + // BRDFspec = (D * V * F) / 4.0 + // D = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 + // V * F = 1.0 / ( LoH^2 * (roughness + 0.5) ) + // See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course + // https://community.arm.com/events/1155 + + // Final BRDFspec = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 * (LoH^2 * (roughness + 0.5) * 4.0) + // We further optimize a few light invariant terms + // brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD. + float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f; + + half LoH2 = LoH * LoH; + half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm); + // On platforms where half actually means something, the denominator has a risk of overflow + // clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles) + // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...)) + #if defined(SHADER_API_MOBILE) || defined(SHADER_API_SWITCH) + specularTerm = specularTerm - HALF_MIN; + specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles + #endif + + half maxSpecularTerm = 1.0h / ((brdfData.roughness2MinusOne + 1.00001f) * max(0.1h, LoH2) * brdfData.normalizationTerm); + specularTerm = StepFeatherToon(specularTerm, maxSpecularTerm, 1 - otoonSurface.specularSize, otoonSurface.specularFalloff); + return specularTerm; +} + +float3 ShiftTangentHair(float3 T, float3 N, float shift) +{ + float3 shiftedT = T + (shift * N); + return normalize(shiftedT); +} + +float StrandSpecular(float3 T, float3 V, float3 L, float exponent, float blend) +{ + float3 halfDir = normalize(L + V); + float dotTH = dot(T, halfDir); + float sinTH = max(0.01, sqrt(1 - pow(dotTH, 2))); + float dirAtten = smoothstep(-1, 0, dotTH); + return dirAtten * pow(sinTH, exponent) * blend; +} + +float AnistropicPower(float3 tangent, float3 normal, float3 viewVec, float3 lightVec, float2 uv, half blend) +{ + float shiftValue = SAMPLE_TEXTURE2D(_HairSpecNoiseMap, sampler_HairSpecNoiseMap, uv * _HairSpecNoiseMap_ST.xy).r; + // shiftValue = Remap(shiftValue, float2(0,1), float2(-1, 1)); + float3 t1 = ShiftTangentHair(tangent, normal, _HairSpecNoiseStrength * shiftValue); + float spec = StrandSpecular(t1, viewVec, lightVec, _HairSpecExponent, blend); + half delta = fwidth(spec); + half size = 1.0 - _HairSpecularSize; + half modifier = smoothstep(size - delta, size + delta + _HairSpecularSmoothness, spec); + return modifier; +} + +half3 LightingSpecularToon(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half size, half smoothness) +{ + half reverseSize = 1 - size; + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + half NdotH = saturate(dot(normal, halfVec)); + half spec = pow(NdotH, reverseSize); + spec = StepFeatherToon(spec, 1, reverseSize, smoothness); + half3 specularReflection = specular.rgb * spec; + return lightColor * specularReflection; +} + +float SampleHalfTone(float2 uv, float2 objectUV, float3 normalWS, float3 lightDirection, float lightAttenuation, OtoonPBRSurfaceData otoonSurface) +{ + float halfTone = 0; + float cutNoise = SAMPLE_TEXTURE2D(_HalfToneNoiseMap, sampler_HalfToneNoiseMap, objectUV * _HalfToneNoiseMap_ST.xy + _HatchingNoiseMap_ST.zw).r * otoonSurface.halftoneNoiseClip; + float haltoneNdotL = saturate(dot(normalWS, lightDirection) - otoonSurface.halfToneDiffuseStep); + float shadowedNdotL = lerp(haltoneNdotL, haltoneNdotL * lightAttenuation, otoonSurface.halfToneIncludeReceivedShadow); + float shaded = 1 - shadowedNdotL; + #if defined(_HALFTONESHAPE_CUSTOM) + float shapeIn1 = SAMPLE_TEXTURE2D(_HalfTonePatternMap, sampler_HalfTonePatternMap, uv * otoonSurface.brushTilling).a; + float sizeFalloff = lerp(1, (1 - shaded), otoonSurface.sizeFalloff); + shapeIn1 = step((1 - otoonSurface.brushSize) * sizeFalloff, shapeIn1); + halfTone = shapeIn1; + float patternValue = Remap(shapeIn1, float2(0, 1), float2(0, 1 - otoonSurface.brushLowerCut)); + halfTone = step(patternValue, shadowedNdotL + cutNoise); + #endif // _HALFTONESHAPE_CUSTOM + + #if defined(_HALFTONESHAPE_DOT) + float dotSize = smoothstep(shadowedNdotL - otoonSurface.sizeFalloff, shadowedNdotL + otoonSurface.sizeFalloff, 0.5) * otoonSurface.brushSize; + float shapeIn1 = DotShapeValue(uv, otoonSurface.brushTilling, 0, 1, dotSize); + halfTone = 1 - shapeIn1; + #endif // _HALFTONESHAPE_DOT + + #if defined(_HALFTONESHAPE_STRIPE) + float shapeIn1 = StripeShapeValue(uv, otoonSurface.brushTilling, 0, -45, lerp(1, shaded, otoonSurface.sizeFalloff) * otoonSurface.brushSize); + float dotValue1 = Remap(shapeIn1, float2(0, 1), float2(0, 1 - otoonSurface.brushLowerCut * 2)); + halfTone = step(dotValue1 * step(shadowedNdotL, 0.5), cutNoise); + #endif // _HALFTONESHAPE_STRIPE + + #if defined(_HALFTONESHAPE_CROSS) + float shapeIn1 = StripeShapeValue(uv, otoonSurface.brushTilling, 0, -45, lerp(otoonSurface.brushSize, shaded * otoonSurface.brushSize, otoonSurface.sizeFalloff)); + float dotValue1 = Remap(shapeIn1, float2(0, 1), float2(0, 1 - otoonSurface.brushLowerCut)); + float shapeIn2 = StripeShapeValue(uv, otoonSurface.brushTilling, 0, 45, lerp(otoonSurface.brushSize, shaded * otoonSurface.brushSize, otoonSurface.sizeFalloff)); + float dotValue2 = Remap(shapeIn2, float2(0, 1), float2(0, 1 - otoonSurface.brushLowerCut)); + halfTone = step(dotValue1, haltoneNdotL + cutNoise); + halfTone *= step(dotValue2, haltoneNdotL + cutNoise); + #endif // _HALFTONESHAPE_CROSS + + return halfTone; +} + +/* + +The face shadow map logic is taken from github repo by user Ash Yukiha. +link : https://github.com/ashyukiha/GenshinCharacterShaderZhihuVer +MIT License + +Copyright (c) 2021 Ash Yukiha + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +half3 FaceShadowMapColor(half3 baseColor, half3 shadowdColor, float2 uv, OtoonPBRSurfaceData otoonSurface, Light light) +{ + float3 lightDir = light.direction.xyz; + float3 front = otoonSurface.frontDirectionWS; + float3 right = otoonSurface.rightDirectionWS; + + float faceShadowValue = SAMPLE_TEXTURE2D_LOD(_FaceShadowMap, sampler_FaceShadowMap, float2(uv.x, uv.y), 0).r; + float faceShadowValue2 = SAMPLE_TEXTURE2D_LOD(_FaceShadowMap, sampler_FaceShadowMap, float2(-uv.x, uv.y), 0).r; + float switchShadow = (dot(normalize(right.xz), normalize(lightDir.xz)) * 0.5 + 0.5) > 0.5; + float flippedFaceShadow = lerp(faceShadowValue.r, faceShadowValue2, switchShadow.r); + float shadedArea = 1 - dot(normalize(front.xz), normalize(lightDir.xz)); + + float lightAttenuation = smoothstep(shadedArea - _FaceShadowSmoothness, shadedArea + _FaceShadowSmoothness, flippedFaceShadow) * light.shadowAttenuation; + return lerp(shadowdColor, baseColor, saturate(lightAttenuation)); +} + +half3 LightingPhysicallyBased_Extend(BRDFData brdfData, BRDFData brdfDataClearCoat, +Light light, +half3 normalWS, half3 viewDirectionWS, +half clearCoatMask, bool specularHighlightsOff, float3 positionWS, float2 uv, float2 screenUV, OtoonPBRSurfaceData otoonSurface) +{ + half NdotL = saturate(dot(normalWS, light.direction)); + half lightAttenuation = light.distanceAttenuation * light.shadowAttenuation; + + half3 baseColor = brdfData.diffuse; + half3 spec = 0; + half3 outColor = baseColor * NdotL; // default PBR surface + half shadowPower = otoonSurface.shadowColor.a; + half3 adjustShadowColor = 0; + + half diffuseWrapNoise = 0.h; + + #ifdef _TOON_SHADING_ON + adjustShadowColor = otoonSurface.shadowColor.rgb; + NdotL = saturate(dot(normalWS, light.direction) - otoonSurface.diffuseStep); + diffuseWrapNoise = SAMPLE_TEXTURE2D(_DiffuseWrapNoise, sampler_DiffuseWrapNoise, uv * _NoiseScale); + diffuseWrapNoise *= otoonSurface.noiseStrength; + + half rampNdotL = AdjustedNdotL(normalWS, light.direction, otoonSurface.diffuseStep, diffuseWrapNoise); + half StepNdotL = lerp(step(0.5, NdotL + diffuseWrapNoise), SAMPLE_TEXTURE2D(_RampTex, sampler_RampTex, float2(rampNdotL, 0.5)).r, otoonSurface.stepViaRampTexture); + half3 toneBase = _BaseColor.rgb * SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).rgb; + half3 toonColor = lerp(lerp(adjustShadowColor, toneBase, 1 - shadowPower), toneBase, lerp(NdotL, StepNdotL, otoonSurface.toonBlending)); + outColor = lerp(baseColor * NdotL, toonColor, otoonSurface.toonBlending); + + #endif // _TOON_SHADING + + #ifndef _SPECULARHIGHLIGHTS_OFF + [branch] if (!specularHighlightsOff) + { + spec = brdfData.specular * DirectBRDFToonSpecular(brdfData, normalWS, light.direction, viewDirectionWS, otoonSurface); + half specMask = SAMPLE_TEXTURE2D(_SpecularClipMask, sampler_SpecularClipMask, screenUV * otoonSurface.specClipMaskScale).r; + half delta = fwidth(specMask); + spec *= smoothstep(otoonSurface.specClipStrength - delta, otoonSurface.specClipStrength + delta, specMask); + } + #endif + + // CUSTOM SHADOW COLOR + outColor = lerp(lerp(outColor, adjustShadowColor, shadowPower), outColor, light.shadowAttenuation); + // CUSTOM SHADOW COLOR + + //FACE SHADOW MAP + #ifdef _FACE_SHADOW_MAP + { + outColor = FaceShadowMapColor(baseColor, lerp(baseColor, adjustShadowColor, shadowPower), otoonSurface.faceShadowMapUV, otoonSurface, light); + } + #endif + //FACE SHADOW MAP + + //HalfTone Effect + if (otoonSurface.halfToneEnabled > 0) + { + half halfToneImpact = 1 - SampleHalfTone(lerp(uv, screenUV, otoonSurface.halfToneUvMode), uv, normalWS, light.direction, lightAttenuation, otoonSurface); + half halftoneAlphaT = Remap(max(otoonSurface.halftoneFadeDistance - distance(_WorldSpaceCameraPos, positionWS), 0), float2(0, otoonSurface.halftoneFadeDistance), float2(0, 1)); + half haltoneNdotL = 1 - saturate(dot(normalWS, light.direction) - otoonSurface.halfToneDiffuseStep); + half fadeShaded = lerp(0, haltoneNdotL, otoonSurface.halftoneFadeToColor); + outColor = lerp(outColor, otoonSurface.halfToneColor.rgb, lerp(fadeShaded, halfToneImpact, halftoneAlphaT) * otoonSurface.halfToneColor.a); + } + //HalfTone Effect + + if (otoonSurface.hatchingEnabled > 0) + { + half adjustLightAttenuation = lerp(1, lightAttenuation, otoonSurface.halfToneIncludeReceivedShadow); + half hatchingNdotl = 1 - saturate(adjustLightAttenuation * dot(normalWS, light.direction) - otoonSurface.hatchingDiffuseOffset); + half hatching = 1 - ObjectUVHatching(uv, otoonSurface, hatchingNdotl); + outColor = lerp(outColor, otoonSurface.hatchingColor.rgb, hatching); + } + + //Apply all Speculars + outColor += lerp(spec * light.shadowAttenuation, spec, otoonSurface.specShadowStrength); + //Apply all Speculars + + outColor.rgb *= light.color * light.distanceAttenuation; + return outColor; +} + +half3 LightingToon_Extend(Light light, half3 diffuse, half4 specColor, +half3 normalWS, half3 viewDirectionWS, float3 positionWS, float2 uv, float2 screenUV, OtoonPBRSurfaceData otoonSurface) +{ + #ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; + #else + bool specularHighlightsOff = false; + #endif + half NdotL = saturate(dot(normalWS, light.direction)); + half lightAttenuation = light.distanceAttenuation * light.shadowAttenuation; + + half3 spec = 0; + half3 outColor = diffuse; + + half shadowPower = otoonSurface.shadowColor.a; + half3 adjustShadowColor = 0; + + half diffuseWrapNoise = 0.h; + + NdotL = saturate(dot(normalWS, light.direction) - _DiffuseStep); + diffuseWrapNoise = SAMPLE_TEXTURE2D(_DiffuseWrapNoise, sampler_DiffuseWrapNoise, uv * _NoiseScale).r; + diffuseWrapNoise *= otoonSurface.noiseStrength; + adjustShadowColor = otoonSurface.shadowColor.rgb; + half rampNdotL = AdjustedNdotL(normalWS, light.direction, otoonSurface.diffuseStep, diffuseWrapNoise); + if (_UseRampColor == 0) + { + half StepNdotL = lerp(step(0.5, NdotL + diffuseWrapNoise), SAMPLE_TEXTURE2D(_RampTex, sampler_RampTex, float2(rampNdotL, 0.5)).r, otoonSurface.stepViaRampTexture); + half3 toonColor = lerp(lerp(outColor, adjustShadowColor, shadowPower), outColor, StepNdotL); + outColor = toonColor; + } + else + { + adjustShadowColor = lerp(adjustShadowColor, diffuse * SAMPLE_TEXTURE2D(_RampTex, sampler_RampTex, half2(0, 0.5)).rgb, _OverrideShadowColor); + outColor = diffuse * SAMPLE_TEXTURE2D(_RampTex, sampler_RampTex, float2(rampNdotL, 0.5)).rgb; + } + + #ifndef _SPECULARHIGHLIGHTS_OFF + [branch] if (!specularHighlightsOff) + { + spec = LightingSpecularToon(light.color, light.direction, normalWS, viewDirectionWS, specColor, otoonSurface.specularSize, otoonSurface.specularFalloff); + half specMask = SAMPLE_TEXTURE2D(_SpecularClipMask, sampler_SpecularClipMask, screenUV * otoonSurface.specClipMaskScale).r; + half delta = fwidth(specMask); + spec *= smoothstep(otoonSurface.specClipStrength - delta, otoonSurface.specClipStrength + delta, specMask); + } + #endif // _SPECULARHIGHLIGHTS_OFF + + // CUSTOM SHADOW COLOR + outColor = lerp(lerp(outColor, adjustShadowColor, shadowPower), outColor, light.shadowAttenuation); + // CUSTOM SHADOW COLOR + + //FACE SHADOW MAP + #ifdef _FACE_SHADOW_MAP + { + outColor = FaceShadowMapColor(diffuse, lerp(diffuse, adjustShadowColor, shadowPower), otoonSurface.faceShadowMapUV, otoonSurface, light); + } + #endif + //FACE SHADOW MAP + + //HalfTone Effect + if (otoonSurface.halfToneEnabled > 0) + { + half halfToneImpact = 1 - SampleHalfTone(lerp(uv, screenUV, otoonSurface.halfToneUvMode), uv, normalWS, light.direction, lightAttenuation, otoonSurface); + half halftoneAlphaT = Remap(max(otoonSurface.halftoneFadeDistance - distance(_WorldSpaceCameraPos, positionWS), 0), float2(0, otoonSurface.halftoneFadeDistance), float2(0, 1)); + half haltoneNdotL = 1 - saturate(dot(normalWS, light.direction) - otoonSurface.halfToneDiffuseStep); + half fadeShaded = lerp(0, haltoneNdotL, otoonSurface.halftoneFadeToColor); + outColor = lerp(outColor, otoonSurface.halfToneColor.rgb, lerp(fadeShaded, halfToneImpact, halftoneAlphaT) * otoonSurface.halfToneColor.a); + } + + //HalfTone Effect + if (otoonSurface.hatchingEnabled > 0) + { + half adjustLightAttenuation = lerp(1, lightAttenuation, otoonSurface.halfToneIncludeReceivedShadow); + half hatchingNdotl = 1 - saturate(adjustLightAttenuation * dot(normalWS, light.direction) - otoonSurface.hatchingDiffuseOffset); + half hatching = 1 - ObjectUVHatching(uv, otoonSurface, hatchingNdotl); + outColor = lerp(outColor, otoonSurface.hatchingColor.rgb, hatching); + } + + + //Apply all Speculars + outColor += lerp(spec * light.shadowAttenuation, spec, otoonSurface.specShadowStrength); + //Apply all Speculars + + outColor.rgb *= light.color * light.distanceAttenuation; + return outColor; +} + +half4 UniversalFragmentPBR_Extend(InputData inputData, SurfaceData surfaceData, float2 uv, float2 screenUV, OtoonPBRSurfaceData otoonSurface) +{ + #ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; + #else + bool specularHighlightsOff = false; + #endif + + BRDFData brdfData; + + InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); + + BRDFData brdfDataClearCoat = (BRDFData)0; + + // To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders + #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) + half4 shadowMask = inputData.shadowMask; + #elif !defined(LIGHTMAP_ON) + half4 shadowMask = unity_ProbesOcclusion; + #else + half4 shadowMask = half4(1, 1, 1, 1); + #endif + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); + + #if VERSION_GREATER_EQUAL(12, 0) + #if defined(_SCREEN_SPACE_OCCLUSION) + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV); + mainLight.color *= aoFactor.directAmbientOcclusion; + inputData.bakedGI *= aoFactor.indirectAmbientOcclusion; + #endif + #endif + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0)); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.normalWS, inputData.viewDirectionWS); + + color += LightingPhysicallyBased_Extend(brdfData, brdfDataClearCoat, + mainLight, + inputData.normalWS, inputData.viewDirectionWS, + 0, specularHighlightsOff, inputData.positionWS, uv, screenUV, otoonSurface); + + + #ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) + { + #if VERSION_LOWER(10, 0) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #else + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask); + #endif + #if VERSION_GREATER_EQUAL(12, 0) + #if defined(_SCREEN_SPACE_OCCLUSION) + light.color *= aoFactor.directAmbientOcclusion; + #endif + #endif + color += LightingPhysicallyBased_Extend(brdfData, brdfDataClearCoat, + light, + inputData.normalWS, inputData.viewDirectionWS, + 0, specularHighlightsOff, inputData.positionWS, uv, screenUV, otoonSurface); + } + #endif + + #ifdef _ADDITIONAL_LIGHTS_VERTEX + color += inputData.vertexLighting * brdfData.diffuse; + #endif + + #if defined(_RIMLIGHTING_ON) + half rimPower = 1.0 - otoonSurface.rimPower; + half NdotL = saturate(dot(mainLight.direction, inputData.normalWS)); + half rim = saturate((1.0 - dot(inputData.viewDirectionWS, inputData.normalWS)) * lerp(1, NdotL, saturate(_RimLightAlign)) * lerp(1, 1 - NdotL, saturate(-_RimLightAlign))); + half delta = fwidth(rim); + half3 rimLighting = smoothstep(rimPower - delta, rimPower + delta + otoonSurface.rimLightSmoothness, rim) * otoonSurface.rimColor.rgb * otoonSurface.rimColor.a; + surfaceData.emission += rimLighting; + #endif + + if (_EnabledHairSpec > 0) + { + half3 hairSpec = otoonSurface.hairSpecColor.rgb * AnistropicPower(otoonSurface.bitangent, inputData.normalWS, inputData.viewDirectionWS, mainLight.direction, uv, otoonSurface.hairSpecColor.a); + color += hairSpec; + } + + color += surfaceData.emission; + + + return half4(color, surfaceData.alpha); +} + + +half4 UniversalFragmentToon_Extend(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, float2 uv, float2 screenUV, OtoonPBRSurfaceData otoonSurface) +{ + #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) + half4 shadowMask = inputData.shadowMask; + #elif !defined(LIGHTMAP_ON) + half4 shadowMask = unity_ProbesOcclusion; + #else + half4 shadowMask = half4(1, 1, 1, 1); + #endif + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); + + #if VERSION_GREATER_EQUAL(12, 0) + #if defined(_SCREEN_SPACE_OCCLUSION) + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV); + mainLight.color *= aoFactor.directAmbientOcclusion; + inputData.bakedGI *= aoFactor.indirectAmbientOcclusion; + #endif + #endif + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0)); + + BRDFData brdfData; + half3 albedo = _BaseColor.rgb * SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).rgb; + + InitializeBRDFData(albedo, 1.0 - 1.0 / kDieletricSpec.a, 0, 0, alpha, brdfData); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, 1.0, inputData.normalWS, inputData.viewDirectionWS); + + color += LightingToon_Extend(mainLight, albedo, specularGloss, inputData.normalWS, inputData.viewDirectionWS, inputData.positionWS, uv, screenUV, otoonSurface); + + #ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) + { + #if VERSION_LOWER(10, 0) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #else + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask); + #endif + #if VERSION_GREATER_EQUAL(12, 0) + #if defined(_SCREEN_SPACE_OCCLUSION) + light.color *= aoFactor.directAmbientOcclusion; + #endif + #endif + color += LightingToon_Extend(light, albedo, specularGloss, inputData.normalWS, inputData.viewDirectionWS, inputData.positionWS, uv, screenUV, otoonSurface); + } + #endif + + #ifdef _ADDITIONAL_LIGHTS_VERTEX + color += inputData.vertexLighting; + #endif + + #if defined(_RIMLIGHTING_ON) + half rimPower = 1.0 - otoonSurface.rimPower; + half NdotL = saturate(dot(mainLight.direction, inputData.normalWS)); + half rim = saturate((1.0 - dot(inputData.viewDirectionWS, inputData.normalWS)) * lerp(1, NdotL, saturate(_RimLightAlign)) * lerp(1, 1 - NdotL, saturate(-_RimLightAlign))); + half delta = fwidth(rim); + half3 rimLighting = smoothstep(rimPower - delta, rimPower + delta + otoonSurface.rimLightSmoothness, rim) * otoonSurface.rimColor.rgb * otoonSurface.rimColor.a; + emission += rimLighting; + #endif + + if (_EnabledHairSpec > 0) + { + half3 hairSpec = otoonSurface.hairSpecColor.rgb * AnistropicPower(otoonSurface.bitangent, inputData.normalWS, inputData.viewDirectionWS, mainLight.direction, uv, otoonSurface.hairSpecColor.a); + color += hairSpec; + } + + color += emission; + + return half4(color, alpha); +} + +#endif \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/Lighting_Extend.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/Lighting_Extend.hlsl.meta new file mode 100644 index 0000000..aee904c --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/Lighting_Extend.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 5a0c26ee01ffa7546b1a2ddb766e7910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OToonLitForwardPass.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/OToonLitForwardPass.hlsl new file mode 100644 index 0000000..08677ad --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OToonLitForwardPass.hlsl @@ -0,0 +1,212 @@ +#ifndef OTOON_LIT_PASS_INCLUDED +#define OTOON_LIT_PASS_INCLUDED +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +#include "Lighting_Extend.hlsl" +#include "OToonPBRSurfaceData.hlsl" + +// keep this file in sync with LitGBufferPass.hlsl + +struct Attributes +{ + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 texcoord : TEXCOORD0; + float2 lightmapUV : TEXCOORD1; + float2 faceShadowUV : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct Varyings +{ + float2 uv : TEXCOORD0; + DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); + float3 positionWS : TEXCOORD2; + + float3 normalWS : TEXCOORD3; + #if defined(_NORMALMAP) + float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign + #endif + float3 viewDirWS : TEXCOORD5; + + half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD7; + #endif + + float4 screenPos : TEXCOORD8; + float3 originWS : TEXCOORD9; + float4 spos : TEXCOORD10; + float3 bitangent : TEXCOORD11; + float3 frontDirectionWS : TEXCOORD12; + float3 rightDirectionWS : TEXCOORD13; + float2 faceShadowUV : TEXCOORD14; + + float4 positionCS : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) +{ + inputData = (InputData)0; + + #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) + inputData.positionWS = input.positionWS; + #endif + + #if VERSION_GREATER_EQUAL(10, 0) + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); + #endif + + half3 viewDirWS = SafeNormalize(input.viewDirWS); + #if defined(_NORMALMAP) || defined(_DETAIL) + float sgn = input.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); + inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); + #else + inputData.normalWS = input.normalWS; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = viewDirWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + inputData.fogCoord = input.fogFactorAndVertexLight.x; + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); +} + +/////////////////////////////////////////////////////////////////////////////// +// Vertex and Fragment functions // +/////////////////////////////////////////////////////////////////////////////// + +// Used in Standard (Physically Based) shader +Varyings LitPassVertex(Attributes input) +{ + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + + // normalWS and tangentWS already normalize. + // this is required to avoid skewing the direction during interpolation + // also required for per-vertex lighting and SH evaluation + VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); + + half3 viewDirWS = normalize(GetCameraPositionWS() - vertexInput.positionWS); + half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); + half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); + + output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); + + // already normalized from normal transform to WS. + output.normalWS = normalInput.normalWS; + output.bitangent = normalInput.bitangentWS; + + output.viewDirWS = viewDirWS; + #if defined _NORMALMAP + real sign = input.tangentOS.w * GetOddNegativeScale(); + output.tangentWS = half4(normalInput.tangentWS.xyz, sign); + #endif + + OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); + OUTPUT_SH(output.normalWS.xyz, output.vertexSH); + + output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + output.positionWS = vertexInput.positionWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord(vertexInput); + #endif + + output.positionCS = vertexInput.positionCS; + output.screenPos = ComputeScreenPos(output.positionCS); + output.spos = output.positionCS; + output.originWS = TransformObjectToWorld(float3(0, 0, 0)); + output.frontDirectionWS = TransformObjectToWorldDir(_FaceFrontDirection); + output.rightDirectionWS = TransformObjectToWorldDir(_FaceRightDirection); + output.faceShadowUV = input.faceShadowUV; + return output; +} + +float2 GetScreenUV(float2 clipPos, float UVscaleFactor) +{ + float4 SSobjectPosition = mul(UNITY_MATRIX_MVP, float4(0, 0, 0, 1.0)) ; + float2 screenUV = clipPos.xy; + float screenRatio = _ScreenParams.y / _ScreenParams.x; + + screenUV.x -= SSobjectPosition.x / (SSobjectPosition.w); + screenUV.y -= SSobjectPosition.y / (SSobjectPosition.w); + + screenUV.y *= screenRatio; + screenUV *= SSobjectPosition.w; + + return screenUV; +}; + +//from shader graph +void UnityDither(float In, float4 ScreenPosition) +{ + float2 uv = ScreenPosition.xy * _ScreenParams.xy / _DitherTexelSize; + float DITHER_THRESHOLDS[16] = { + 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, + 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, + 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, + 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 + }; + uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4; + clip(In - DITHER_THRESHOLDS[index]); +} + +// Used in Standard (Physically Based) shader +half4 LitPassFragment(Varyings input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + UnityDither(_DitherThreshold, input.screenPos / input.screenPos.w); + + SurfaceData surfaceData; + InitializeStandardLitSurfaceData(input.uv, surfaceData); + + input.normalWS = lerp(input.normalWS, normalize(float3(input.positionWS - _SpherizeNormalOrigin.xyz)), _SpherizeNormalEnabled); + InputData inputData; + InitializeInputData(input, surfaceData.normalTS, inputData); + + OtoonPBRSurfaceData otoonSurfaceData; + InitializeOtoonPBRSurfaceData(otoonSurfaceData); + otoonSurfaceData.posWS = input.positionWS; + otoonSurfaceData.originPosWS = input.originWS; + otoonSurfaceData.bitangent = input.bitangent; + otoonSurfaceData.frontDirectionWS = input.frontDirectionWS; + otoonSurfaceData.rightDirectionWS = input.rightDirectionWS; + otoonSurfaceData.faceShadowMapUV = input.faceShadowUV; + + half4 spos = TransformWorldToHClip(input.positionWS); + half2 clipUv = input.spos.xy / input.spos.w; + half4 cpos = TransformObjectToHClip(float3(0, 0, 0)); + clipUv -= cpos.xy / cpos.w; + clipUv *= cpos.w / UNITY_MATRIX_P._m11; + clipUv.x *= _ScreenParams.x / _ScreenParams.y; + + half4 pbrColor = UniversalFragmentPBR_Extend(inputData, surfaceData, input.uv, clipUv, otoonSurfaceData); + half4 color = pbrColor; + + color.rgb = MixFog(color.rgb, inputData.fogCoord); + color.a = OutputAlpha(color.a, _Surface); + return color; +} + +#endif diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OToonLitForwardPass.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/OToonLitForwardPass.hlsl.meta new file mode 100644 index 0000000..473d93f --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OToonLitForwardPass.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3ab718245a3449e40ba1d13576363af9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitForwardPass.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitForwardPass.hlsl new file mode 100644 index 0000000..e31e2d8 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitForwardPass.hlsl @@ -0,0 +1,207 @@ +#ifndef OTOON_CUSTOM_LIT_PASS_INCLUDED +#define OTOON_CUSTOM_LIT_PASS_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +#include "Lighting_Extend.hlsl" +#include "OToonPBRSurfaceData.hlsl" + +struct Attributes +{ + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 texcoord : TEXCOORD0; + float2 lightmapUV : TEXCOORD1; + float2 faceShadowUV : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct Varyings +{ + float2 uv : TEXCOORD0; + DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); + + float3 posWS : TEXCOORD2; // xyz: posWS + + #ifdef _NORMALMAP + float4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x + float4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y + float4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z + #else + float4 normal : TEXCOORD3; + float3 viewDir : TEXCOORD4; + float4 bitangent : TEXCOORD5; + #endif + + half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD7; + #endif + float4 screenPos : TEXCOORD8; + float3 originWS : TEXCOORD9; + float4 spos : TEXCOORD10; + float3 frontDirectionWS : TEXCOORD11; + float3 rightDirectionWS : TEXCOORD12; + float2 faceShadowUV : TEXCOORD13; + + float4 positionCS : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) +{ + inputData = (InputData)0; + inputData.positionWS = input.posWS; + + #ifdef _NORMALMAP + inputData.normalWS = TransformTangentToWorld(normalTS, + half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz)); + #else + inputData.normalWS = input.normal; + #endif + + #if VERSION_GREATER_EQUAL(10, 0) + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); + #endif + + #ifdef _NORMALMAP + half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w); + inputData.normalWS = TransformTangentToWorld(normalTS, + half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz)); + #else + half3 viewDirWS = input.viewDir; + #endif + + inputData.viewDirectionWS = viewDirWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + inputData.fogCoord = input.fogFactorAndVertexLight.x; + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, lerp(inputData.normalWS, TransformObjectToWorldDir(float3(0, 1, 0)), _FlattenGI)); +} + +/////////////////////////////////////////////////////////////////////////////// +// Vertex and Fragment functions // +/////////////////////////////////////////////////////////////////////////////// + +// Used in Standard (Simple Lighting) shader +Varyings LitPassVertexSimple(Attributes input) +{ + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); + half3 viewDirWS = normalize(GetCameraPositionWS() - vertexInput.positionWS); + half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); + half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); + + output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); + output.posWS.xyz = vertexInput.positionWS; + output.positionCS = vertexInput.positionCS; + + #ifdef _NORMALMAP + output.normal = half4(normalInput.normalWS, viewDirWS.x); + output.tangent = half4(normalInput.tangentWS, viewDirWS.y); + output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z); + #else + output.viewDir = viewDirWS; + output.normal = half4(NormalizeNormalPerVertex(normalInput.normalWS), viewDirWS.x); + output.bitangent = float4(normalInput.bitangentWS, viewDirWS.z); + #endif + + OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); + OUTPUT_SH(output.normal.xyz, output.vertexSH); + + output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord(vertexInput); + #endif + + output.screenPos = ComputeScreenPos(output.positionCS); + output.spos = output.positionCS; + output.originWS = TransformObjectToWorld(float3(0, 0, 0)); + output.frontDirectionWS = TransformObjectToWorldDir(_FaceFrontDirection); + output.rightDirectionWS = TransformObjectToWorldDir(_FaceRightDirection); + output.faceShadowUV = input.faceShadowUV; + return output; +} + +//from shader graph +void UnityDither(float In, float4 ScreenPosition) +{ + float2 uv = ScreenPosition.xy * _ScreenParams.xy / _DitherTexelSize; + float DITHER_THRESHOLDS[16] = { + 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, + 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, + 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, + 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 + }; + uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4; + clip(In - DITHER_THRESHOLDS[index]); +} + +// Used for StandardSimpleLighting shader +half4 LitPassFragmentSimple(Varyings input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + UnityDither(_DitherThreshold, input.screenPos / input.screenPos.w); + + float2 uv = input.uv; + half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + half3 diffuse = diffuseAlpha.rgb * _BaseColor.rgb; + + half alpha = diffuseAlpha.a * _BaseColor.a; + AlphaDiscard(alpha, _Cutoff); + + #ifdef _ALPHAPREMULTIPLY_ON + diffuse *= alpha; + #endif + + half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); + half3 emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + half4 specular = SampleSpecularSmoothness(uv, alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + input.normal = lerp(input.normal, normalize(float4((input.posWS - _SpherizeNormalOrigin.xyz), 1)), _SpherizeNormalEnabled); + InputData inputData; + InitializeInputData(input, normalTS, inputData); + + OtoonPBRSurfaceData otoonSurfaceData; + InitializeOtoonSimpleSurfaceData(otoonSurfaceData); + otoonSurfaceData.posWS = input.posWS; + otoonSurfaceData.originPosWS = input.originWS; + otoonSurfaceData.bitangent = input.bitangent.xyz; + otoonSurfaceData.frontDirectionWS = input.frontDirectionWS; + otoonSurfaceData.rightDirectionWS = input.rightDirectionWS; + otoonSurfaceData.faceShadowMapUV = input.faceShadowUV; + + half2 clipUv = input.spos.xy / input.spos.w; + half4 cpos = TransformObjectToHClip(float3(0, 0, 0)); + clipUv -= cpos.xy / cpos.w; + clipUv *= cpos.w / UNITY_MATRIX_P._m11; + clipUv.x *= _ScreenParams.x / _ScreenParams.y; + + half4 color = UniversalFragmentToon_Extend(inputData, diffuse, specular, smoothness, emission, alpha, input.uv, clipUv, otoonSurfaceData); + color.rgb = MixFog(color.rgb, inputData.fogCoord); + color.a = OutputAlpha(color.a, _Surface); + + return color; +} + +#endif diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitForwardPass.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitForwardPass.hlsl.meta new file mode 100644 index 0000000..3a5f782 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitForwardPass.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3672471f1a0e48a49a6c9b0c2c4e089c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitInput.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitInput.hlsl new file mode 100644 index 0000000..9b668a3 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitInput.hlsl @@ -0,0 +1,172 @@ +#ifndef OTOON_CUSTOM_LIT_INPUT_INCLUDED +#define OTOON_CUSTOM_LIT_INPUT_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" +#include "OtoonPBRSurfaceData.hlsl" +CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + half4 _BaseColor; + half4 _SpecColor; + half4 _EmissionColor; + half _Cutoff; + half _Smoothness; + half _Metallic; + half _BumpScale; + half _OcclusionStrength; + half _Surface; + half _DitherTexelSize; + half _DitherThreshold; + half _StepViaRampTexture; + half _NoiseScale; + half _NoiseStrength; + half _ToonBlending; + half _DiffuseStep; + half _HalfToneUvMode; + half _SpecClipMaskScale; + half _SpecularClipStrength; + half _SpecularFalloff; + half _SpecularSize; + half _RimPower; + half _RimLightAlign; + half _RimLightSmoothness; + half4 _RimColor; + half _HalfToneEnabled; + half4 _HalfToneColor; + half _HalftoneNoiseClip; + half _BrushLowerCut; + half _BrushSize; + float _HalftoneTilling; + half _HalfToneDiffuseStep; + half _SizeFalloff; + half _HalfToneIncludeReceivedShadow; + half _HalftoneFadeDistance; + half _HalftoneFadeToColor; + half4 _OutlineColor; + half _OutlineWidth; + half2 _OutlineDistancFade; + half _OutlineMode; + half4 _ShadowColor; + half _SpecShadowStrength; + half4 _HairSpecColor; + half _EnabledHairSpec; + float4 _SpherizeNormalOrigin; + half _SpherizeNormalEnabled; + half _HatchingEnabled; + half _HatchingDensity; + half _HatchingRotation; + half _HatchingDrawStrength; + half _HatchingSmoothness; + half _HatchingUpperBound; + half _HatchingDiffuseOffset; + half4 _HatchingColor; + half _UseRampColor; + half _FlattenGI; + + float4 _HalfTonePatternMap_ST; + float4 _HalfToneNoiseMap_ST; + float4 _HatchingNoiseMap_ST; + float4 _HairSpecNoiseMap_ST; + float _OverrideShadowColor; + float _HairSpecNoiseStrength; + float _HairSpecExponent; + float _HairSpecScale; + float _HairSpecularSize; + float _HairSpecularSmoothness; + float _FaceShadowMapEnabled; + float _FaceShadowMapPow; + float _FaceShadowSmoothness; + half3 _FaceFrontDirection; + half3 _FaceRightDirection; +CBUFFER_END + +TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + +half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) +{ + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + + return specularSmoothness; +} + +inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) +{ + outSurfaceData = (SurfaceData)0; + + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + outSurfaceData.alpha = albedoAlpha.a * _BaseColor.a; + AlphaDiscard(outSurfaceData.alpha, _Cutoff); + + outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; + #ifdef _ALPHAPREMULTIPLY_ON + outSurfaceData.albedo *= outSurfaceData.alpha; + #endif + + //half4 specularSmoothness = SampleSpecularSmoothness(uv, outSurfaceData.alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + outSurfaceData.metallic = 0.0; // unused + outSurfaceData.specular = 0.0; // unused + outSurfaceData.smoothness = 0.0; // unused + outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); + outSurfaceData.occlusion = 1.0; // unused + outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); +} + +void InitializeOtoonSimpleSurfaceData(out OtoonPBRSurfaceData otoonSurfaceData) +{ + otoonSurfaceData.stepViaRampTexture = _StepViaRampTexture; + otoonSurfaceData.noiseScale = _NoiseScale; + otoonSurfaceData.noiseStrength = _NoiseStrength; + otoonSurfaceData.toonBlending = 0; + otoonSurfaceData.diffuseStep = _DiffuseStep; + otoonSurfaceData.halfToneUvMode = _HalfToneUvMode; + otoonSurfaceData.specularFalloff = _SpecularFalloff; + otoonSurfaceData.specularSize = _SpecularSize; + otoonSurfaceData.rimPower = _RimPower; + otoonSurfaceData.rimLightAlign = _RimLightAlign; + otoonSurfaceData.rimLightSmoothness = _RimLightSmoothness; + otoonSurfaceData.rimColor = _RimColor; + otoonSurfaceData.halfToneEnabled = _HalfToneEnabled; + otoonSurfaceData.halfToneColor = _HalfToneColor; + otoonSurfaceData.halftoneNoiseClip = _HalftoneNoiseClip; + otoonSurfaceData.brushLowerCut = _BrushLowerCut; + otoonSurfaceData.brushSize = _BrushSize; + otoonSurfaceData.brushTilling = _HalftoneTilling; + otoonSurfaceData.halfToneDiffuseStep = _HalfToneDiffuseStep; + otoonSurfaceData.sizeFalloff = _SizeFalloff; + otoonSurfaceData.halfToneIncludeReceivedShadow = _HalfToneIncludeReceivedShadow; + otoonSurfaceData.outlineColor = _OutlineColor; + otoonSurfaceData.outlineWidth = _OutlineWidth; + otoonSurfaceData.shadowColor = _ShadowColor; + otoonSurfaceData.specShadowStrength = _SpecShadowStrength; + otoonSurfaceData.specClipStrength = _SpecularClipStrength; + otoonSurfaceData.specClipMaskScale = _SpecClipMaskScale; + otoonSurfaceData.hairSpecColor = _HairSpecColor; + otoonSurfaceData.originPosWS = 0; + otoonSurfaceData.posWS = 0; + otoonSurfaceData.bitangent = 0; + otoonSurfaceData.hatchingEnabled = _HatchingEnabled; + otoonSurfaceData.hatchingDensity = _HatchingDensity; + otoonSurfaceData.hatchingRotation = _HatchingRotation; + otoonSurfaceData.hatchingDrawStrength = _HatchingDrawStrength; + otoonSurfaceData.hatchingSmoothness = _HatchingSmoothness; + otoonSurfaceData.hatchingDiffuseOffset = _HatchingDiffuseOffset; + otoonSurfaceData.hatchingColor = _HatchingColor; + otoonSurfaceData.frontDirectionWS = 0; + otoonSurfaceData.rightDirectionWS = 0; + otoonSurfaceData.faceShadowMapUV = 0; + otoonSurfaceData.halftoneFadeDistance = _HalftoneFadeDistance; + otoonSurfaceData.halftoneFadeToColor = _HalftoneFadeToColor; +} + +#endif diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitInput.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitInput.hlsl.meta new file mode 100644 index 0000000..f0aa612 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonCustomLitInput.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e35f95f3e9e1b7f478c984498b506265 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonLitInput.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonLitInput.hlsl new file mode 100644 index 0000000..224e242 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonLitInput.hlsl @@ -0,0 +1,213 @@ +#ifndef UNIVERSAL_OTOON_LIT_INPUT_INCLUDED +#define UNIVERSAL_OTOON_LIT_INPUT_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" +#include "OToonPBRSurfaceData.hlsl" + +// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. +CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + half4 _BaseColor; + half4 _SpecColor; + half4 _EmissionColor; + half _Cutoff; + half _Smoothness; + half _Metallic; + half _BumpScale; + half _OcclusionStrength; + half _Surface; + half _DitherTexelSize; + half _DitherThreshold; + half _StepViaRampTexture; + half _NoiseScale; + half _NoiseStrength; + half _ToonBlending; + half _DiffuseStep; + half _HalfToneUvMode; + half _SpecClipMaskScale; + half _SpecularClipStrength; + half _SpecularFalloff; + half _SpecularSize; + half _RimPower; + half _RimLightAlign; + half _RimLightSmoothness; + half4 _RimColor; + half _HalfToneEnabled; + half4 _HalfToneColor; + half _HalftoneNoiseClip; + half _BrushLowerCut; + half _BrushSize; + float _HalftoneTilling; + half _HalfToneDiffuseStep; + half _SizeFalloff; + half _HalfToneIncludeReceivedShadow; + half _HalftoneFadeDistance; + half _HalftoneFadeToColor; + half4 _OutlineColor; + half _OutlineWidth; + half2 _OutlineDistancFade; + half _OutlineMode; + half4 _ShadowColor; + half _SpecShadowStrength; + half4 _HairSpecColor; + half _EnabledHairSpec; + float4 _SpherizeNormalOrigin; + half _SpherizeNormalEnabled; + half _HatchingEnabled; + half _HatchingDensity; + half _HatchingRotation; + half _HatchingDrawStrength; + half _HatchingSmoothness; + half _HatchingUpperBound; + half _HatchingDiffuseOffset; + half4 _HatchingColor; + half _UseRampColor; + half _FlattenGI; + + float4 _HalfTonePatternMap_ST; + float4 _HalfToneNoiseMap_ST; + float4 _HatchingNoiseMap_ST; + float4 _HairSpecNoiseMap_ST; + float _OverrideShadowColor; + float _HairSpecNoiseStrength; + float _HairSpecExponent; + float _HairSpecScale; + float _HairSpecularSize; + float _HairSpecularSmoothness; + float _FaceShadowMapEnabled; + float _FaceShadowMapPow; + float _FaceShadowSmoothness; + float3 _FaceFrontDirection; + float3 _FaceRightDirection; +CBUFFER_END + + +TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); +TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); +TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + +#ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) +#else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) +#endif + +half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) +{ + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = SAMPLE_METALLICSPECULAR(uv); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else // _METALLICSPECGLOSSMAP + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; +} + +half SampleOcclusion(float2 uv) +{ + #ifdef _OCCLUSIONMAP + // TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high) + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif +} + +inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) +{ + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; + + #if _SPECULAR_SETUP + outSurfaceData.metallic = 1.0h; + outSurfaceData.specular = specGloss.rgb; + #else + outSurfaceData.metallic = specGloss.r; + outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h); + #endif + + outSurfaceData.smoothness = specGloss.a; + outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + outSurfaceData.occlusion = SampleOcclusion(uv); + outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + #if VERSION_GREATER_EQUAL(10, 0) + outSurfaceData.clearCoatMask = 0.0h; + outSurfaceData.clearCoatSmoothness = 0.0h; + #endif +} + +void InitializeOtoonPBRSurfaceData(out OtoonPBRSurfaceData otoonSurfaceData) +{ + otoonSurfaceData.stepViaRampTexture = _StepViaRampTexture; + otoonSurfaceData.noiseScale = _NoiseScale; + otoonSurfaceData.noiseStrength = _NoiseStrength; + otoonSurfaceData.toonBlending = _ToonBlending; + otoonSurfaceData.diffuseStep = _DiffuseStep; + otoonSurfaceData.halfToneUvMode = _HalfToneUvMode; + otoonSurfaceData.specularFalloff = _SpecularFalloff; + otoonSurfaceData.specularSize = _SpecularSize; + otoonSurfaceData.rimPower = _RimPower; + otoonSurfaceData.rimLightAlign = _RimLightAlign; + otoonSurfaceData.rimLightSmoothness = _RimLightSmoothness; + otoonSurfaceData.rimColor = _RimColor; + otoonSurfaceData.halfToneEnabled = _HalfToneEnabled; + otoonSurfaceData.halfToneColor = _HalfToneColor; + otoonSurfaceData.halftoneNoiseClip = _HalftoneNoiseClip; + otoonSurfaceData.brushLowerCut = _BrushLowerCut; + otoonSurfaceData.brushSize = _BrushSize; + otoonSurfaceData.brushTilling = _HalftoneTilling; + otoonSurfaceData.halfToneDiffuseStep = _HalfToneDiffuseStep; + otoonSurfaceData.sizeFalloff = _SizeFalloff; + otoonSurfaceData.halfToneIncludeReceivedShadow = _HalfToneIncludeReceivedShadow; + otoonSurfaceData.outlineColor = _OutlineColor; + otoonSurfaceData.outlineWidth = _OutlineWidth; + otoonSurfaceData.shadowColor = _ShadowColor; + otoonSurfaceData.specShadowStrength = _SpecShadowStrength; + otoonSurfaceData.specClipStrength = _SpecularClipStrength; + otoonSurfaceData.specClipMaskScale = _SpecClipMaskScale; + otoonSurfaceData.hairSpecColor = _HairSpecColor; + otoonSurfaceData.originPosWS = 0; + otoonSurfaceData.posWS = 0; + otoonSurfaceData.bitangent = 0; + otoonSurfaceData.hatchingEnabled = _HatchingEnabled; + otoonSurfaceData.hatchingDensity = _HatchingDensity; + otoonSurfaceData.hatchingRotation = _HatchingRotation; + otoonSurfaceData.hatchingDrawStrength = _HatchingDrawStrength; + otoonSurfaceData.hatchingSmoothness = _HatchingSmoothness; + otoonSurfaceData.hatchingDiffuseOffset = _HatchingDiffuseOffset; + otoonSurfaceData.hatchingColor = _HatchingColor; + otoonSurfaceData.frontDirectionWS = 0; + otoonSurfaceData.rightDirectionWS = 0; + otoonSurfaceData.faceShadowMapUV = 0; + otoonSurfaceData.halftoneFadeDistance = _HalftoneFadeDistance; + otoonSurfaceData.halftoneFadeToColor = _HalftoneFadeToColor; +} + +#endif diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonLitInput.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonLitInput.hlsl.meta new file mode 100644 index 0000000..07fc350 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonLitInput.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1e748f28a3a6b6e49bc0956495331a30 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonOutline.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonOutline.hlsl new file mode 100644 index 0000000..213ea1b --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonOutline.hlsl @@ -0,0 +1,137 @@ +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + half4 _BaseColor; + half4 _SpecColor; + half4 _EmissionColor; + half _Cutoff; + half _Smoothness; + half _Metallic; + half _BumpScale; + half _OcclusionStrength; + half _Surface; + half _DitherTexelSize; + half _DitherThreshold; + half _StepViaRampTexture; + half _NoiseScale; + half _NoiseStrength; + half _ToonBlending; + half _DiffuseStep; + half _HalfToneUvMode; + half _SpecClipMaskScale; + half _SpecularClipStrength; + half _SpecularFalloff; + half _SpecularSize; + half _RimPower; + half _RimLightAlign; + half _RimLightSmoothness; + half4 _RimColor; + half _HalfToneEnabled; + half4 _HalfToneColor; + half _HalftoneNoiseClip; + half _BrushLowerCut; + half _BrushSize; + half _HalftoneTilling; + half _HalfToneDiffuseStep; + half _SizeFalloff; + half _HalfToneIncludeReceivedShadow; + half _HalftoneFadeDistance; + half _HalftoneFadeToColor; + half4 _OutlineColor; + half _OutlineWidth; + half2 _OutlineDistancFade; + half _OutlineMode; + half4 _ShadowColor; + half _SpecShadowStrength; + half4 _HairSpecColor; + half _EnabledHairSpec; + float4 _SpherizeNormalOrigin; + half _SpherizeNormalEnabled; + half _HatchingEnabled; + half _HatchingDensity; + half _HatchingRotation; + half _HatchingDrawStrength; + half _HatchingSmoothness; + half _HatchingUpperBound; + half _HatchingDiffuseOffset; + half4 _HatchingColor; + half _UseRampColor; + half _FlattenGI; + + float4 _HalfTonePatternMap_ST; + float4 _HalfToneNoiseMap_ST; + float4 _HatchingNoiseMap_ST; + float4 _HairSpecNoiseMap_ST; + float _OverrideShadowColor; + float _HairSpecNoiseStrength; + float _HairSpecExponent; + float _HairSpecScale; + float _HairSpecularSize; + float _HairSpecularSmoothness; + + float _FaceShadowMapEnabled; + float _FaceShadowMapPow; + float _FaceShadowSmoothness; + half3 _FaceFrontDirection; + half3 _FaceRightDirection; +CBUFFER_END + +struct VertexInput +{ + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; +}; +struct VertexOutput +{ + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 screenPos : TEXCOORD1; +}; + +float Remap(float In, float2 InMinMax, float2 OutMinMax) +{ + return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); +} + +VertexOutput vert(VertexInput v) +{ + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + float3 normalHCS = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal)); + o.pos = vertexInput.positionCS; + float outlineWidth = lerp(0, _OutlineWidth, Remap(max(_OutlineDistancFade.y - distance(_WorldSpaceCameraPos, vertexInput.positionWS), 0), float2(0, _OutlineDistancFade.y), float2(0, 1))); + outlineWidth = lerp(0, outlineWidth, saturate((distance(vertexInput.positionWS, _WorldSpaceCameraPos) - _OutlineDistancFade.x) / _OutlineDistancFade.y)); + o.pos.xy += normalize(normalHCS.xy) / _ScreenParams.xy * o.pos.w * outlineWidth; + + o.screenPos = ComputeScreenPos(o.pos); + return o; +} + +//from shader graph +void UnityDither(float In, float4 ScreenPosition) +{ + float2 uv = ScreenPosition.xy * _ScreenParams.xy / _DitherTexelSize; + float DITHER_THRESHOLDS[16] = { + 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, + 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, + 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, + 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 + }; + uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4; + clip(In - DITHER_THRESHOLDS[index]); +} + +float4 frag(VertexOutput i) : SV_Target +{ + #ifndef _OUTLINE + clip(-1); + #endif + + UnityDither(_DitherThreshold, i.screenPos / i.screenPos.w); + clip(-_OutlineMode); + return float4(_OutlineColor); +} diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonOutline.hlsl.meta b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonOutline.hlsl.meta new file mode 100644 index 0000000..e42cd2c --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonOutline.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7b712715592fb764e87360824a3f899e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonPBRSurfaceData.hlsl b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonPBRSurfaceData.hlsl new file mode 100644 index 0000000..7586553 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/Library/OtoonPBRSurfaceData.hlsl @@ -0,0 +1,51 @@ +#ifndef OTOON_PBR_SURFACE_DATA_INCLUDED +#define OTOON_PBR_SURFACE_DATA_INCLUDED + +struct OtoonPBRSurfaceData +{ + half stepViaRampTexture; + half noiseScale; + half noiseStrength; + half toonBlending; + half diffuseStep; + half halfToneUvMode; + half specularFalloff; + half specularSize; + half rimPower; + half rimLightAlign; + half rimLightSmoothness; + half4 rimColor; + half halfToneEnabled; + half4 halfToneColor; + half halftoneNoiseClip; + half brushLowerCut; + half brushSize; + float brushTilling; + half halfToneDiffuseStep; + half sizeFalloff; + 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"white" { } + + _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2) + _SpecGlossMap ("Specular", 2D) = "white" { } + + [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1.0 + [ToggleOff] _EnvironmentReflections ("Environment Reflections", Float) = 1.0 + + _BumpScale ("Scale", Float) = 1.0 + _BumpMap ("Normal Map", 2D) = "bump" { } + + _OcclusionStrength ("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap ("Occlusion", 2D) = "white" { } + + [HDR] _EmissionColor ("Color", Color) = (0, 0, 0) + _EmissionMap ("Emission", 2D) = "white" { } + + _DitherTexelSize ("[Surface]Dither Size", Range(1, 20)) = 1 + _DitherThreshold ("[Surface]Dither Threshold", Range(0, 1)) = 1 + + _SpecularSize ("[ToonSpec]Specular Size", Range(0.0, 1.0)) = 1.0 + _SpecularFalloff ("[ToonSpec]Specular Falloff", Range(0.0, 1.0)) = 1.0 + _SpecularClipMask ("[ToonSpec][SinglelineTexture]Specular Clip Map", 2D) = "clip map" { } + _SpecClipMaskScale ("[_SpecularClipMask][ToonSpec]Specular Clip Map Scale", float) = 1.0 + _SpecularClipStrength ("[ResumeIndent][_SpecularClipMask][ToonSpec]Specular Clip Strength", Range(0.0, 1.0)) = 0.0 + + [Toggle(_TOON_SHADING_ON)] _ToonEnabled ("[Indent]Enable Toon Shading", Float) = 0.0 + _ToonBlending ("[AllToon]PBR/Toon Blending", Range(0.0, 1.0)) = 1.0 + [Toggle] _StepViaRampTexture ("[AllToon]Step Via Ramp Texture", Float) = 0 + [ToggleEx] _UseRampColor ("Use Ramp Color", Float) = 0 + [GradientEx]_RampTex ("[AllToon]Ramp Texture", 2D) = "black" { } + [Space(10)]_DiffuseStep ("[AllToon]Toon Diffuse Offset", Range(-1, 1)) = 0.0 + _DiffuseWrapNoise ("[AllToon][SinglelineTexture]DiffuseWrap Noise", 2D) = "black" { } + _NoiseScale ("[_DiffuseWrapNoise][AllToon]Noise Scale", float) = 1 + _NoiseStrength ("[ResumeIndent][_DiffuseWrapNoise][AllToon]Noise Strength", Range(0.01, 1.0)) = 0.1 + + [Toggle(_RIMLIGHTING_ON)] _RimEnabled ("[Indent]Enable Rim Lighting", Float) = 0.0 + _RimPower ("[RimLight]Rim Power", Range(0, 1)) = 0.55 + _RimLightAlign ("[RimLight]Rim Light Align", Range(-1, 1)) = 0 + _RimLightSmoothness ("[RimLight]Rim Light Smoothness", Range(0, 1)) = 0 + [HDR]_RimColor ("[RimLight][AlphaBlend]Rim Color", Color) = (1, 1, 1, 1) + + [ToggleEx] _HalfToneEnabled ("[Indent]Enable HalfTone Shading", Float) = 0.0 + [KeywordEnum(Dot, Stripe, Cross, Custom)]_HalfToneShape ("[Halftone]HalfTone Shape Mode", Float) = 0 + [Enum(Object, 0, Screen, 1)]_HalfToneUvMode ("[Halftone]HalfTone UV Mode", Float) = 0 + _HalfToneColor ("[AlphaBlend][Halftone]HalfTone Color", Color) = (0, 0, 0, 1) + _HalfTonePatternMap ("[Halftone]Halftone Pattern", 2D) = "black" { } + _HalftoneTilling ("[Halftone]Brush Tilling", Float) = 8 + _HalfToneNoiseMap ("[Halftone]HalfTone Noise", 2D) = "black" { } + _HalftoneNoiseClip ("[Halftone]Noise Clip Strength", Range(0, 20)) = 0.8 + [Space(10)]_BrushSize ("[Halftone]Brush Size", Range(0, 2)) = 0.8 + _SizeFalloff ("[Halftone]Lighting Size Factor", Range(0, 1)) = 0 + _HalfToneDiffuseStep ("[Halftone]HalfTone Diffuse Offset", Range(-1, 1)) = 0.0 + _HalftoneFadeDistance ("[Halftone]Fade Distance", Range(0, 100)) = 10 + _HalftoneFadeToColor ("[Halftone]Fade To Color", Range(0, 1)) = 0 + _BrushLowerCut ("[Halftone]Brush Lower Cut", Range(0, 0.5)) = 0 + + [ToggleEx] _HatchingEnabled ("[Indent]Enable HalfTone Shading", Float) = 0.0 + _HatchingColor ("[AlphaBlend][hatching]Hatching Color", Color) = (0, 0, 0, 1) + _HatchingNoiseMap ("[hatching]Hatching NoiseMap", 2D) = "black" { } + _HatchingDrawStrength ("[hatching]Hatching Strenth", Range(0, 15)) = 1 + _HatchingDensity ("[hatching]Hatching Density", Range(0, 2)) = 1 + _HatchingSmoothness ("[hatching]Hatching Edge Smoothness", Range(0.01, 1)) = 0.1 + _HatchingDiffuseOffset ("[hatching]Hatching Diffuse Offset", Range(-1, 1)) = 0 + _HatchingRotation ("[hatching]Hatching Rotation", Range(0, 90)) = 0 + [ToggleEx]_HalfToneIncludeReceivedShadow ("[Halftone][hatching]Include Shadow Receiving Area", Float) = 0.0 + + [Enum(NormalExtrude, 0)]_OutlineMode ("[Indent]Outline Mode", Float) = 0 + [Toggle(_OUTLINE)] _OutlineEnabled ("[Indent]Enable Outline", Float) = 0.0 + _OutlineColor ("[Outline]Outline Color", Color) = (0, 0, 0, 1) + _OutlineWidth ("[Outline]Outline Width", Range(0, 12)) = 0.0 + [MinMax(Near, Far, 200)]_OutlineDistancFade ("[Outline] Fade outline with near/far distance ", Vector) = (-25, 50, 0, 0) + + [ToggleEx] _SpherizeNormalEnabled ("[Indent]SpherizeNormalEnabled", Float) = 0.0 + _SpherizeNormalOrigin ("_SpherizeNormalOrigin", Vector) = (0, 0, 0, 0) + + [Toggle(_FACE_SHADOW_MAP)] _FaceShadowMapEnabled ("Face ShadowMap Enabled", Float) = 0.0 + _FaceShadowMap ("[Face][SinglelineTexture]Face Shadow Map", 2D) = "white" { } + _FaceShadowMapPow ("[Face][_FaceShadowMap]Face Shadow Map Power", range(0.001, 0.5)) = 0.2 + _FaceShadowSmoothness ("[Face][_FaceShadowMap]Face Shadow Smoothness", range(0.0, 0.5)) = 0.1 + [Space(30)]_FaceFrontDirection ("[Face][_FaceShadowMap]Face Front Direction", Vector) = (0, 0, 1, 0) + _FaceRightDirection ("[ResumeIndent][Face][_FaceShadowMap]Face Right Direction", Vector) = (1, 0, 0, 0) + [Toggle]_EnabledHairSpec ("[Indent]Enable Hair Specular(天使の輪)", float) = 0 + _HairSpecNoiseMap ("[Hair]Noise Map", 2D) = "Noise Map" { } + _HairSpecColor ("[Hair][AlphaBlend][_HairSpecNoiseMap]Hair Spec Color", Color) = (0, 0, 0) + _HairSpecNoiseStrength ("[Hair][_HairSpecNoiseMap]Hair Spec Noise Strength", Range(-10, 10)) = 1 + _HairSpecExponent ("[Hair][_HairSpecNoiseMap]Spec Exponent", Range(2, 250)) = 128 + _HairSpecularSize ("[Hair][_HairSpecNoiseMap]Hair Spec Size", Range(0.1, 1.0)) = 0.8 + _HairSpecularSmoothness ("[Hair][_HairSpecNoiseMap]Hair Spec Smoothness", Range(0.1, 1.0)) = 0.1 + + _ShadowColor ("[LightAndShadow][AlphaBlend]Shadow Color", Color) = (0, 0, 0, 1) + _SpecShadowStrength ("[LightAndShadow]Shadow Specular Mask", Range(0, 1)) = 1 + + _StencilRef ("[Advance]_StencilRef", Float) = 0 + [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp ("[Advance]_StencilComp (default = Disable)", Float) = 0 + + // Blending state + [HideInInspector] _Surface ("__surface", Float) = 0.0 + [HideInInspector] _Blend ("__blend", Float) = 0.0 + [HideInInspector] _AlphaClip ("__clip", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + [HideInInspector] _Cull ("__cull", Float) = 2.0 + + _ReceiveShadows ("Receive Shadows", Float) = 1.0 + // Editmode props + [HideInInspector] _QueueOffset ("Queue offset", Float) = 0.0 + + // ObsoleteProperties + [HideInInspector] _MainTex ("BaseMap", 2D) = "white" { } + [HideInInspector] _Color ("Base Color", Color) = (1, 1, 1, 1) + [HideInInspector] _GlossMapScale ("Smoothness", Float) = 0.0 + [HideInInspector] _Glossiness ("Smoothness", Float) = 0.0 + [HideInInspector] _GlossyReflections ("EnvironmentReflections", Float) = 0.0 + + [HideInInspector][NoScaleOffset]unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" { } + [HideInInspector][NoScaleOffset]unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" { } + [HideInInspector][NoScaleOffset]unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" { } + } + + SubShader + { + // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this + // material work with both Universal Render Pipeline and Builtin Unity Pipeline + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel" = "4.5" } + LOD 300 + + Pass + { + Name "Outline" + Tags { "LightMode" = "OutlineObject" "RenderType" = "Opaque" } + Cull Front + Blend SrcAlpha OneMinusSrcAlpha + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma shader_feature_local _OUTLINE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Library/OToonOutline.hlsl" + ENDHLSL + + } + + // ------------------------------------------------------------------ + // Forward pass. Shades all light in a single pass. GI + emission + Fog + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + Stencil + { + Ref[_StencilRef] + Comp [_StencilComp] + Pass Replace + } + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _FACE_SHADOW_MAP + #pragma shader_feature_local _OUTLINE + #pragma shader_feature_local _HALFTONESHAPE_DOT _HALFTONESHAPE_STRIPE _HALFTONESHAPE_CROSS _HALFTONESHAPE_CUSTOM + #pragma shader_feature_local _RIMLIGHTING_ON + #pragma shader_feature_local _TOON_SHADING_ON + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fog + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #pragma vertex LitPassVertex + #pragma fragment LitPassFragment + + #include "Library/OToonLitInput.hlsl" + #include "Library/OToonLitForwardPass.hlsl" + ENDHLSL + + } + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #pragma vertex ShadowPassVertex + #pragma fragment ShadowPassFragment + + #include "Library/OToonLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + ENDHLSL + + } + + Pass + { + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + ZWrite On + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + #pragma vertex DepthOnlyVertex + #pragma fragment DepthOnlyFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #include "Library/OToonLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + ENDHLSL + + } + + // This pass it not used during regular rendering, only for lightmap baking. + Pass + { + Name "Meta" + Tags { "LightMode" = "Meta" } + + Cull Off + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + #pragma vertex UniversalVertexMeta + #pragma fragment UniversalFragmentMeta + + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + + #pragma shader_feature_local_fragment _SPECGLOSSMAP + + #include "Library/OToonLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" + + ENDHLSL + + } + Pass + { + Name "Universal2D" + Tags { "LightMode" = "Universal2D" } + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + + #include "Library/OToonLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" + ENDHLSL + + } + } + + FallBack "Hidden/Universal Render Pipeline/FallbackError" + CustomEditor "OToonLitShader" +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/OToonLit.shader.meta b/Assets/OToon- URP Toon Shading/Shaders/OToonLit.shader.meta new file mode 100644 index 0000000..e5bdf79 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/OToonLit.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 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Single Pass Forward Rendering. +Shader "URP/OToonCustomLit" +{ + // Keep properties of StandardSpecular shader for upgrade reasons. + Properties + { + [MainTexture] _BaseMap ("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" { } + [MainColor] _BaseColor ("Base Color", Color) = (1, 1, 1, 1) + + _Cutoff ("Alpha Clipping", Range(0.0, 1.0)) = 0.5 + + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap ("Specular Map", 2D) = "white" { } + [Enum(Specular Alpha, 0, Albedo Alpha, 1)] _SmoothnessSource ("Smoothness Source", Float) = 0.0 + [ToggleOff] _SpecularHighlights ("Specular Highlights", Float) = 1.0 + + [HideInInspector] _BumpScale ("ScaleLF", Float) = 1.0 + [NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" { } + + [HDR] _EmissionColor ("Emission Color", Color) = (0, 0, 0) + [NoScaleOffset]_EmissionMap ("Emission Map", 2D) = "white" { } + + _DitherTexelSize ("[Surface]Dither Size", Range(1, 20)) = 1 + _DitherThreshold ("[Surface]Dither Threshold", Range(0, 1)) = 1 + + _SpecularSize ("[ToonSpec]Specular Size", Range(0.0, 1.0)) = 0.25 + _SpecularFalloff ("[ToonSpec]Specular Falloff", Range(0.0, 1.0)) = 0.5 + _SpecularClipMask ("[ToonSpec][SinglelineTexture]Specular Clip Map", 2D) = "clip map" { } + _SpecClipMaskScale ("[_SpecularClipMask][ToonSpec]Specular Clip Map Scale", float) = 1.0 + _SpecularClipStrength ("[ResumeIndent][_SpecularClipMask][ToonSpec]Specular Clip Strength", Range(0.0, 1.0)) = 0.0 + + [Toggle] _StepViaRampTexture ("[AllToon]Step Via Ramp Texture", Float) = 0 + [ToggleEx] _UseRampColor ("Use Ramp Color", Float) = 0 + [GradientEx]_RampTex ("[AllToon]Ramp Texture", 2D) = "black" { } + [Toggle] _OverrideShadowColor ("[AllToon]Override Shadow Color With Ramp Color", Float) = 0 + [Space(10)]_DiffuseStep ("[AllToon]Toon Diffuse Offset", Range(-1, 1)) = 0.0 + [ToggleEx]_FlattenGI ("[AllToon]Flatten GI", Float) = 0 + _DiffuseWrapNoise ("[AllToon][SinglelineTexture]DiffuseWrap Noise", 2D) = "black" { } + _NoiseScale ("[_DiffuseWrapNoise][AllToon]Noise Scale", float) = 1 + _NoiseStrength ("[ResumeIndent][_DiffuseWrapNoise][AllToon]Noise Strength", Range(0.01, 1.0)) = 0.1 + + [Toggle(_RIMLIGHTING_ON)] _RimEnabled ("[Indent]Enable Rim Lighting", Float) = 0.0 + _RimPower ("[RimLight]Rim Power", Range(0, 1)) = 0.55 + _RimLightAlign ("[RimLight]Rim Light Align", Range(-1, 1)) = 0 + _RimLightSmoothness ("[RimLight]Rim Light Smoothness", Range(0, 1)) = 0 + [HDR]_RimColor ("[RimLight][AlphaBlend]Rim Color", Color) = (1, 1, 1, 1) + + [ToggleEx] _HalfToneEnabled ("[Indent]Enable Hal1fTone Shading", Float) = 0.0 + [KeywordEnum(Dot, Stripe, Cross, Custom)]_HalfToneShape ("[Halftone]HalfTone Shape Mode", Float) = 0 + [Enum(Object, 0, Screen, 1)]_HalfToneUvMode ("[Halftone]HalfTone UV Mode", Float) = 0 + _HalfToneColor ("[Halftone][AlphaBlend]HalfTone Color", Color) = (0, 0, 0, 1) + _HalfTonePatternMap ("[Halftone]Halftone Pattern", 2D) = "black" { } + _HalftoneTilling ("[Halftone]Brush Tilling", Float) = 8 + _HalfToneNoiseMap ("[Halftone]HalfTone Noise", 2D) = "black" { } + _HalftoneNoiseClip ("[Halftone]Noise Clip Strength", Range(0, 20)) = 0.8 + [Space(10)]_BrushSize ("[Halftone]Brush Size", Range(0, 2)) = 0.8 + _SizeFalloff ("[Halftone]Lighting Size Factor", Range(0, 1)) = 0 + _HalfToneDiffuseStep ("[Halftone]HalfTone Diffuse Offset", Range(-1, 1)) = 0.0 + _HalftoneFadeDistance ("[Halftone]Fade Distance", Range(0, 100)) = 10 + _HalftoneFadeToColor ("[Halftone]Fade To Color", Range(0, 1)) = 0 + _BrushLowerCut ("[Halftone]Brush Lower Cut", Range(0, 0.5)) = 0 + + [ToggleEx] _HatchingEnabled ("[Indent]Enable HalfTone Shading", Float) = 0.0 + _HatchingColor ("[hatching][AlphaBlend]Hatching Color", Color) = (0, 0, 0, 1) + _HatchingNoiseMap ("[hatching]Hatching NoiseMap", 2D) = "black" { } + _HatchingDrawStrength ("[hatching]Hatching Strenth", Range(0, 15)) = 1 + _HatchingDensity ("[hatching]Hatching Density", Range(0, 2)) = 1 + _HatchingSmoothness ("[hatching]Hatching Edge Smoothness", Range(0.01, 1)) = 0.1 + _HatchingDiffuseOffset ("[hatching]Hatching Diffuse Offset", Range(-1, 1)) = 0 + _HatchingRotation ("[hatching]Hatching Rotation", Range(0, 90)) = 0 + [ToggleEx]_HalfToneIncludeReceivedShadow ("[Halftone][hatching]Include Shadow Receiving Area", Float) = 0.0 + + [Enum(NormalExtrude, 0)]_OutlineMode ("Outline Mode", Float) = 0 + [Toggle(_OUTLINE)] _OutlineEnabled ("[Indent]Enable Outline", Float) = 0.0 + _OutlineColor ("[Outline]Outline Color", Color) = (0, 0, 0, 1) + _OutlineWidth ("[Outline]Outline Width", Range(0, 15)) = 0.0 + [MinMax(Near, Far, 200)]_OutlineDistancFade ("[Outline] Fade outline with near/far distance ", Vector) = (-25, 50, 0, 0) + + [ToggleEx] _SpherizeNormalEnabled ("[Indent]SpherizeNormalEnabled", Float) = 0.0 + _SpherizeNormalOrigin ("_SpherizeNormalOrigin", Vector) = (0, 0, 0, 0) + + [Toggle(_FACE_SHADOW_MAP)] _FaceShadowMapEnabled ("Face ShadowMap Enabled", Float) = 0.0 + _FaceShadowMap ("[Face][SinglelineTexture]Face Shadow Map", 2D) = "white" { } + _FaceShadowMapPow ("[Face][_FaceShadowMap]Face Shadow Map Power", range(0.001, 0.5)) = 0.2 + _FaceShadowSmoothness ("[Face][_FaceShadowMap]Face Shadow Smoothness", range(0.0, 0.5)) = 0.0 + [Space(30)]_FaceFrontDirection ("[Face][_FaceShadowMap]Face Front Direction", Vector) = (0, 0, 1, 0) + _FaceRightDirection ("[ResumeIndent][Face][_FaceShadowMap]Face Right Direction", Vector) = (1, 0, 0, 0) + [Toggle]_EnabledHairSpec ("[Indent]Enable Hair Specular(天使の輪)", float) = 0 + _HairSpecColor ("[Hair][AlphaBlend]Hair Spec Color", Color) = (0, 0, 0) + _HairSpecNoiseMap ("[Hair]Noise Map", 2D) = "Noise Map" { } + _HairSpecNoiseStrength ("[Hair]Hair Spec Noise Strength", Range(-10, 10)) = 1 + _HairSpecExponent ("[Hair]Spec Exponent", Range(2, 250)) = 128 + _HairSpecularSize ("[Hair]Hair Spec Size", Range(0.1, 1.0)) = 0.8 + _HairSpecularSmoothness ("[Hair]Hair Spec Smoothness", Range(0.1, 1.0)) = 0.1 + + _ShadowColor ("[LightAndShadow][AlphaBlend]Shadow Color", Color) = (0, 0, 0, 1) + _SpecShadowStrength ("[LightAndShadow]Shadow Specular Mask", Range(0, 1)) = 1 + + + + _StencilRef ("[Advance]_StencilRef", Float) = 0 + [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp ("[Advance]_StencilComp (default = Disable)", Float) = 0 + + // Blending state + [HideInInspector] _Surface ("__surface", Float) = 0.0 + [HideInInspector] _Blend ("__blend", Float) = 0.0 + [HideInInspector] _AlphaClip ("__clip", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + [HideInInspector] _Cull ("__cull", Float) = 2.0 + + [ToggleOff] _ReceiveShadows ("Receive Shadows", Float) = 1.0 + + // Editmode props + [HideInInspector] _QueueOffset ("Queue offset", Float) = 0.0 + [HideInInspector] _Smoothness ("Smoothness", Float) = 0.5 + + // ObsoleteProperties + [HideInInspector] _MainTex ("BaseMap", 2D) = "white" { } + [HideInInspector] _Color ("Base Color", Color) = (1, 1, 1, 1) + [HideInInspector] _Shininess ("Smoothness", Float) = 0.0 + [HideInInspector] _GlossinessSource ("GlossinessSource", Float) = 0.0 + [HideInInspector] _SpecSource ("SpecularHighlights", Float) = 0.0 + + [HideInInspector][NoScaleOffset]unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" { } + [HideInInspector][NoScaleOffset]unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" { } + [HideInInspector][NoScaleOffset]unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" { } + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel" = "4.5" } + LOD 300 + + Pass + { + Name "Outline" + Tags { "LightMode" = "OutlineObject" "RenderType" = "Opaque" } + Cull Front + Blend SrcAlpha OneMinusSrcAlpha + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma shader_feature_local _OUTLINE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Library/OToonOutline.hlsl" + ENDHLSL + + } + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + Stencil + { + Ref[_StencilRef] + Comp [_StencilComp] + Pass Replace + } + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _FACE_SHADOW_MAP + #pragma shader_feature_local _OUTLINE + #pragma shader_feature_local _HALFTONESHAPE_DOT _HALFTONESHAPE_STRIPE _HALFTONESHAPE_CROSS _HALFTONESHAPE_CUSTOM + #pragma shader_feature_local _RIMLIGHTING_ON + #pragma shader_feature_local _TOON_SHADING_ON + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fog + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #pragma vertex LitPassVertexSimple + #pragma fragment LitPassFragmentSimple + #define BUMP_SCALE_NOT_SUPPORTED 1 + + #include "Library/OToonCustomLitInput.hlsl" + #include "Library/OToonCustomLitForwardPass.hlsl" + ENDHLSL + + } + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #pragma vertex ShadowPassVertex + #pragma fragment ShadowPassFragment + + #include "Library/OToonCustomLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + ENDHLSL + + } + + Pass + { + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + ZWrite On + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + #pragma vertex DepthOnlyVertex + #pragma fragment DepthOnlyFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #include "Library/OToonCustomLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + ENDHLSL + + } + + // This pass it not used during regular rendering, 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Shading/Shaders/OutlineObjectFeature.cs new file mode 100644 index 0000000..363b359 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/OutlineObjectFeature.cs @@ -0,0 +1,82 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +namespace OToon +{ + public class OutlineObjectFeature : ScriptableRendererFeature + { + DrawOutlineObjectPass outlineObjectPass; + Material depthNormalsMaterial; + public LayerMask mask; + public RenderPassEvent Event; + public RenderQueueRange Range; + public override void Create() + { + Range = RenderQueueRange.opaque; + outlineObjectPass = new DrawOutlineObjectPass(name, true, Event, Range, mask, StencilState.defaultValue, 0); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + outlineObjectPass.Setup(renderingData.cameraData.cameraTargetDescriptor); + renderer.EnqueuePass(outlineObjectPass); + } + + public class DrawOutlineObjectPass : ScriptableRenderPass + { + FilteringSettings m_FilteringSettings; + RenderStateBlock m_RenderStateBlock; + ShaderTagId m_ShaderTagId = new ShaderTagId("OutlineObject"); + internal RenderTextureDescriptor descriptor { get; private set; } + string m_ProfilerTag; + ProfilingSampler m_ProfilingSampler; + bool m_IsOpaque; + + bool m_UseDepthPriming; + + static readonly int s_DrawOutlineObjectPassDataPropID = Shader.PropertyToID("_DrawOutlineObjectPassData"); + + public void Setup(RenderTextureDescriptor baseDescriptor) + { + descriptor = baseDescriptor; + } + + + public DrawOutlineObjectPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) + { + m_ProfilerTag = profilerTag; + m_ProfilingSampler = new ProfilingSampler(profilerTag); + renderPassEvent = evt; + m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); + m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); + } + + + /// + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); + + using (new ProfilingSample(cmd, m_ProfilerTag)) + { + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + + var sortFlags = SortingCriteria.CommonOpaque; + var sortingSettings = new SortingSettings(renderingData.cameraData.camera); + sortingSettings.criteria = sortFlags; + var drawSettings = new DrawingSettings(m_ShaderTagId, sortingSettings); + drawSettings.perObjectData = PerObjectData.None; + + ref CameraData cameraData = ref renderingData.cameraData; + Camera camera = cameraData.camera; + context.DrawRenderers(renderingData.cullResults, ref drawSettings, + ref m_FilteringSettings, ref m_RenderStateBlock); + } + + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + } + } + } +} \ No newline at end of file diff --git a/Assets/OToon- URP Toon Shading/Shaders/OutlineObjectFeature.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/OutlineObjectFeature.cs.meta new file mode 100644 index 0000000..1138aae --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/OutlineObjectFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7afc38c2d1fc5794db8af8261ba5f3b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OToon- URP Toon Shading/Shaders/SpherizeNormalCenterObject.cs b/Assets/OToon- URP Toon Shading/Shaders/SpherizeNormalCenterObject.cs new file mode 100644 index 0000000..b8a9a44 --- /dev/null +++ b/Assets/OToon- URP Toon Shading/Shaders/SpherizeNormalCenterObject.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[ExecuteInEditMode] +public class SpherizeNormalCenterObject : MonoBehaviour +{ + [SerializeField] + private Renderer m_renderer; + [SerializeField] + private int m_targetMaterialSubMeshIndex; + private int m_spherizeNormalPropId; + + private void Awake() + { + m_spherizeNormalPropId = Shader.PropertyToID("_SpherizeNormalOrigin"); + } + + // Start is called before the first frame update + void Start() + { + + } + + private void OnValidate() + { + } + + // Update is called once per frame + void Update() + { + if (m_renderer == null) + return; + if (Application.isEditor) + { + m_renderer.sharedMaterials[m_targetMaterialSubMeshIndex].SetVector(m_spherizeNormalPropId, transform.position); + } + else + { + m_renderer.materials[m_targetMaterialSubMeshIndex].SetVector(m_spherizeNormalPropId, transform.position); + } + } +} diff --git a/Assets/OToon- URP Toon Shading/Shaders/SpherizeNormalCenterObject.cs.meta b/Assets/OToon- URP Toon Shading/Shaders/SpherizeNormalCenterObject.cs.meta new file mode 100644 index 0000000..57698a7 --- /dev/null +++ b/Assets/OToon- URP Toon 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b/Assets/Shaders/Includes/LightingHelp.hlsl index d828ee9..a3463d3 100644 --- a/Assets/Shaders/Includes/LightingHelp.hlsl +++ b/Assets/Shaders/Includes/LightingHelp.hlsl @@ -1,4 +1,5 @@ -void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction, out float DistanceAtten, out float ShadowAtten) { +void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction, out float DistanceAtten, out float ShadowAtten) +{ #ifdef SHADERGRAPH_PREVIEW Direction = normalize(float3(0.5, 0.5, 0)); Color = 1; @@ -20,6 +21,63 @@ void GetMainLight_float(float3 WorldPos, out float3 Color, out float3 Direction, #endif } +void ComputeAdditionalLighting_float(float3 WorldPosition, float3 WorldNormal, + float2 Thresholds, float3 RampedDiffuseValues, + out float3 Color, out float Diffuse) +{ + Color = float3(0, 0, 0); + Diffuse = 0; + +#ifndef SHADERGRAPH_PREVIEW + + int pixelLightCount = GetAdditionalLightsCount(); + + for (int i = 0; i < pixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, WorldPosition); + float4 tmp = unity_LightIndices[i / 4]; + uint light_i = tmp[i % 4]; + + half shadowAtten = light.shadowAttenuation * AdditionalLightRealtimeShadow(light_i, WorldPosition, light.direction); + + half NdotL = saturate(dot(WorldNormal, light.direction)); + half distanceAtten = light.distanceAttenuation; + + half thisDiffuse = distanceAtten * shadowAtten * NdotL; + + half rampedDiffuse = 0; + + if (thisDiffuse < Thresholds.x) + { + rampedDiffuse = RampedDiffuseValues.x; + } + else if (thisDiffuse < Thresholds.y) + { + rampedDiffuse = RampedDiffuseValues.y; + } + else + { + rampedDiffuse = RampedDiffuseValues.z; + } + + + if (shadowAtten * NdotL == 0) + { + rampedDiffuse = 0; + + } + + if (light.distanceAttenuation <= 0) + { + rampedDiffuse = 0.0; + } + + Color += max(rampedDiffuse, 0) * light.color.rgb; + Diffuse += rampedDiffuse; + } +#endif +} + void ChooseColor_float(float3 Highlight, float3 Shadow, float Diffuse, float Threshold, out float3 OUT) { if (Diffuse < Threshold) @@ -30,4 +88,36 @@ void ChooseColor_float(float3 Highlight, float3 Shadow, float Diffuse, float Thr { OUT = Highlight; } +} + +void ChooseColor2_float(float3 Highlight, float3 Midtone, float3 Shadow, float Diffuse, float Threshold1, float Threshold2, out float3 OUT) +{ + if (Diffuse < Threshold1) + { + OUT = Shadow; + } + else if (Diffuse >= Threshold1 && Diffuse <= Threshold2) { + OUT = Midtone; + } else + { + OUT = Highlight; + } +} + +void ChooseColor3_float(float3 Highlight, float3 Midtone, float3 Shadow, float DiffuseHS, float DiffuseM, float Threshold1, float Threshold2, out float3 OUT) +{ + if (DiffuseM >= Threshold1 && DiffuseM <= Threshold2) { + OUT = Midtone; + } + else if (DiffuseHS < Threshold1) + { + OUT = Shadow; + } + else if (DiffuseHS > Threshold2) + { + OUT = Highlight; + } + else { + OUT = Midtone; + } } \ No newline at end of file diff --git a/Assets/Shaders/Shadow Shader 2.shadergraph b/Assets/Shaders/Shadow Shader 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0 enableFrameTimingStats: 0 enableOpenGLProfilerGPURecorders: 1 - allowHDRDisplaySupport: 0 - useHDRDisplay: 0 + useHDRDisplay: 1 hdrBitDepth: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 @@ -562,7 +561,6 @@ PlayerSettings: switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 - switchEnableFileSystemTrace: 0 switchUseGOLDLinker: 0 switchLTOSetting: 0 switchApplicationID: 0x01004b9000490000 @@ -693,6 +691,7 @@ PlayerSettings: switchSocketBufferEfficiency: 4 switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 + switchPlayerConnectionEnabled: 1 switchUseNewStyleFilepaths: 0 switchUseLegacyFmodPriorities: 0 switchUseMicroSleepForYield: 1 diff --git a/README.md b/README.md index b51f9a7..bd55f3d 100644 --- a/README.md +++ b/README.md @@ -1,42 +1,14 @@ # Lab 05 - Stylization! -Let's practice adding stylization to a 3D scene using Unity's shader graph! -## Introduction -We will be stylizing a "toon" look by creating a shader in Unity that supports shadows and multiple lights in real-time! In the process, you will gain some familiarity with Unity’s shader graph. +# Submissions -## What’s provided: -This tutorial video will cover the base code, and then go over the process of making a limited version of a toon shader. +## ReReRegular Ball Shader +![](ballShader1.png) -[Lab Overview and Puzzle 1 Tutorial Video](https://youtu.be/jc5MLgzJong) - -## Lab Puzzles: -The goal of each puzzle will be to replicate the look of each puzzle’s image. +## Sonic Midtone Shader +![](itsAMeSonic.png) -### 1. Puzzle 1: Simple two-tone toon shading +## Sonic Cross Hatched Variation Shader +![](sonicCrossHatched1.png) -277997527-f27aec24-0d04-4b73-95d3-b55e2da13603 - - * Follow the tutorial to create a 2 band toon shader, and then create multiple materials based off of the shader graph - * Attach those materials to the objects (the sphere and plane) in the default scene "Lab Scene 1" to produce a look similar to the one above! - -### 2. Puzzle 2: Leveled-up toon shading - -277998209-12d0a844-b6a8-4054-86f9-ee13b5533bf2 - - * Edit your materials to allow for a 3rd color in your scene, such that you have highlights, midtones, shadows on your objects. Edit your shader so that the thresholds on these values are adjustable. - * Shade the sonic and shadow receiving plane in "Lab Scene 2" to get a look similar to the one above! - -### 3. Puzzle 3: Stylized Shadow - -277998492-be35de1e-1157-4a6e-b4ea-ba015f2750c9 - - * Use one of the provided texture png’s in order to add a screenspace shadow pattern onto the shadows of the scene! - * Hint 1: What does the "ShadowAttenuation" variable do? - -Extra Credit: - * Add some soft interpolation at the edges of your bands, for smooth transitions between color bands. Create a "smoothness" parameter that adjusts the degree of smoothness! - -# Submission: -- Create a pull request against this repository -- In your readme, add screenshots of your results for Puzzles 1, 2 and 3 -- Profit +![](sonicShadedHatched.png) \ No newline at end of file diff --git a/aranara.png b/aranara.png new file mode 100644 index 0000000..97d317d Binary files /dev/null and b/aranara.png differ diff --git a/ballShader1.png b/ballShader1.png new file mode 100644 index 0000000..f319b39 Binary files /dev/null and b/ballShader1.png differ diff --git a/dumblydore1.png b/dumblydore1.png new file mode 100644 index 0000000..d0d26ce Binary files /dev/null and b/dumblydore1.png differ diff --git a/itsAMeSonic.png b/itsAMeSonic.png new file mode 100644 index 0000000..4aac0d4 Binary files /dev/null and b/itsAMeSonic.png differ diff --git a/rejectHumanity.png b/rejectHumanity.png new file mode 100644 index 0000000..72fe0e5 Binary files /dev/null and b/rejectHumanity.png differ diff --git a/sonicCrossHatched1.png b/sonicCrossHatched1.png new file mode 100644 index 0000000..19a0649 Binary files /dev/null and b/sonicCrossHatched1.png differ diff --git a/sonicShadedHatched.png b/sonicShadedHatched.png new file mode 100644 index 0000000..7dfc991 Binary files /dev/null and b/sonicShadedHatched.png differ