179 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| float2 UnpackUV(float uv)
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| {
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| 	float2 output;
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| 	output.x = floor(uv / 4096.0);
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| 	output.y = uv - 4096.0 * output.x;
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| 
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| 	return output * 0.001953125;
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| }
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| 
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| float4 BlendARGB(float4 overlying, float4 underlying)
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| {
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| 	overlying.rgb *= overlying.a;
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| 	underlying.rgb *= underlying.a;
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| 	float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
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| 	float alpha = underlying.a + (1 - underlying.a) * overlying.a;
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| 	return float4(blended / alpha, alpha);
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| }
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| 
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| float3 GetSpecular(float3 n, float3 l)
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| {
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| 	float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
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| 	return _SpecularColor.rgb * spec * _SpecularPower;
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| }
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| 
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| void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
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| {
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| 	float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
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| 
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| 	// Read "height field"
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| 	float4 h = float4(
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| 		SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
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| 		SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
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| 		SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
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| 		SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
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| 
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| 	bool raisedBevel = _BevelType;
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| 
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| 	h += _BevelOffset;
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| 
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| 	float bevelWidth = max(.01, _BevelWidth);
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| 
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| 	// Track outline
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| 	h -= .5;
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| 	h /= bevelWidth;
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| 	h = saturate(h + .5);
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| 
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| 	if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
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| 	h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
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| 	h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
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| 	h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
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| 
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| 	float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
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| 	float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
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| 
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| 	float3 f = float3(1, 1, 1);
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| 	if (isFront) f = float3(1, 1, -1);
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| 	nornmal = cross(va, vb) * f;
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| }
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| 
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| void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
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| {
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| 	n.z = abs(n.z);
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| 	float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
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| 
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| 	float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
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| 	//faceColor.rgb += col * faceColor.a;
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| 	col *= 1 - (dot(n, light) * _Diffuse);
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| 	col *= lerp(_Ambient, 1, n.z * n.z);
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| 
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| 	//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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| 	//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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| 
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| 	color = float4(col, faceColor.a);
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| }
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| 
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| // Add custom function to handle time in HDRP
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| 
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| 
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| //
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| void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
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| {
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| 	outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
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| }
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| 
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| void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
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| {
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| 	uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
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| }
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| 
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| void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
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| {
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| 	float2 pixelSize = position.w;
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| 	pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
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| 	SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
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| }
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| 
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| // UV			: Texture coordinate of the source distance field texture
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| // TextureSize	: Size of the source distance field texture
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| // Filter		: Enable perspective filter (soften)
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| void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
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| {
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| 	if(Filter)
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| 	{
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| 		float2 a = float2(ddx(UV.x), ddy(UV.x));
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| 		float2 b = float2(ddx(UV.y), ddy(UV.y));
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| 		float s = lerp(dot(a,a), dot(b,b), 0.5);
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| 		SSR = rsqrt(s) / TextureSize;
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| 	}
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| 	else
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| 	{
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| 		float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
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| 		SSR = s / TextureSize;
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| 	}
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| }
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| 
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| // SSR : Screen Space Ratio
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| // SD  : Signed Distance (encoded : Distance / SDR + .5)
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| // SDR : Signed Distance Ratio
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| //
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| // IsoPerimeter : Dilate / Contract the shape
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| void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
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| {
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| 	softness *= SSR * SDR;
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| 	float d = (SD - 0.5) * SDR;																				// Signed distance to edge, in Texture space
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| 	outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));	// Screen pixel coverage (alpha)
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| }
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| 
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| void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
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| {
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| 	softness *= SSR * SDR;
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| 	float d = (SD - 0.5f) * SDR;
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| 	outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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| }
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| 
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| void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
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| {
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| 	softness *= SSR * SDR;
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| 	float d = (SD - 0.5f) * SDR;
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| 	outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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| }
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| 
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| void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
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| {
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| 	softness *= SSR * SDR;
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| 	float4 d = (SD - 0.5f) * SDR;
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| 	if(outline) d.w = max(max(d.x, d.y), d.z);
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| 	outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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| }
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| 
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| void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
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| {
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| 	outColor = BlendARGB(overlying, underlying);
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| }
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| 
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| // Face only
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| void Layer1_float(float alpha, float4 color0, out float4 outColor)
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| {
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| 	color0.a *= alpha;
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| 	outColor = color0;
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| }
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| 
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| // Face + 1 Outline
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| void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
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| {
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| 	color1.a *= alpha.y;
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| 	color0.rgb *= color0.a; color1.rgb *= color1.a;
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| 	outColor = lerp(color1, color0, alpha.x);
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| 	outColor.rgb /= outColor.a;
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| }
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| 
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| // Face + 3 Outline
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| void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
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| {
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| 	color3.a *= alpha.w;
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| 	color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
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| 	outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
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| 	outColor.rgb /= outColor.a;
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| }
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