SLEAPY_SMURF/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc

361 lines
12 KiB
HLSL

//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2020 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
#pragma exclude_renderers gles
#endif
#if defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES)
#define DISABLE_SOFT_PARTICLES
#endif
#if defined(CFXR_URP)
float LinearEyeDepthURP(float depth, float4 zBufferParam)
{
return 1.0 / (zBufferParam.z * depth + zBufferParam.w);
}
float SoftParticles(float near, float far, float4 projection)
{
float sceneZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)).r;
#if defined(SOFT_PARTICLES_ORTHOGRAPHIC)
// orthographic camera
#if defined(UNITY_REVERSED_Z)
sceneZ = 1.0f - sceneZ;
#endif
sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y;
#else
// perspective camera
sceneZ = LinearEyeDepthURP(sceneZ, _ZBufferParams);
#endif
float fade = saturate (far * ((sceneZ - near) - projection.z));
return fade;
}
#else
float SoftParticles(float near, float far, float4 projection)
{
float sceneZ = (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)));
#if defined(SOFT_PARTICLES_ORTHOGRAPHIC)
// orthographic camera
#if defined(UNITY_REVERSED_Z)
sceneZ = 1.0f - sceneZ;
#endif
sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y;
#else
// perspective camera
sceneZ = LinearEyeDepth(sceneZ);
#endif
float fade = saturate (far * ((sceneZ - near) - projection.z));
return fade;
}
#endif
float LinearToGammaSpaceApprox(float value)
{
return max(1.055h * pow(value, 0.416666667h) - 0.055h, 0.h);
}
// Same as UnityStandardUtils.cginc, but without the SHADER_TARGET limitation
half3 UnpackScaleNormal_CFXR(half4 packednormal, half bumpScale)
{
#if defined(UNITY_NO_DXT5nm)
half3 normal = packednormal.xyz * 2 - 1;
// #if (SHADER_TARGET >= 30)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
// #endif
return normal;
#else
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = (packednormal.xy * 2 - 1);
// #if (SHADER_TARGET >= 30)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
// #endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normal;
#endif
}
//Macros
// Project Position
#if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ( (defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON) )
#define vertProjPos(o, clipPos) \
o.projPos = ComputeScreenPos(clipPos); \
COMPUTE_EYEDEPTH(o.projPos.z);
#else
#define vertProjPos(o, clipPos)
#endif
// Soft Particles
#if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
#define fragSoftParticlesFade(i, color) \
color *= SoftParticles(_SoftParticlesFadeDistanceNear, _SoftParticlesFadeDistanceFar, i.projPos);
#else
#define fragSoftParticlesFade(i, color)
#endif
// Edge fade (note: particle meshes are already in world space)
#if !defined(PASS_SHADOW_CASTER) && defined(_CFXR_EDGE_FADING)
#define vertEdgeFade(v, color) \
float3 viewDir = UnityWorldSpaceViewDir(v.vertex); \
float ndv = abs(dot(normalize(viewDir), v.normal.xyz)); \
color *= saturate(pow(ndv, _EdgeFadePow));
#else
#define vertEdgeFade(v, color)
#endif
// Fog
#if _ALPHABLEND_ON
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor);
#elif _ALPHAPREMULTIPLY_ON
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, alpha * unity_FogColor);
#elif _CFXR_ADDITIVE
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(0, 0, 0, 0));
#elif _ALPHAMODULATE_ON
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(1, 1, 1, 1));
#else
#define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor);
#endif
// Vertex program
#if defined(PASS_SHADOW_CASTER)
void vert(appdata v, v2f_shadowCaster o, out float4 opos)
#else
v2f vert(appdata v, v2f o)
#endif
{
UNITY_TRANSFER_FOG(o, o.pos);
vertProjPos(o, o.pos);
vertEdgeFade(v, o.color.a);
#if defined(PASS_SHADOW_CASTER)
TRANSFER_SHADOW_CASTER_NOPOS(o, opos);
#else
return o;
#endif
}
// Fragment program
#if defined(PASS_SHADOW_CASTER)
float4 frag(v2f_shadowCaster i, UNITY_VPOS_TYPE vpos, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target
#else
half4 frag(v2f i, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target
#endif
{
#if _CFXR_DISSOLVE
// Dissolve
half time = lerp(-_DissolveSmooth, 1+_DissolveSmooth, dissolveTime);
particleAlpha *= smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time);
if (doubleDissolveWidth > 0)
{
half dissolveSubtract = smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time - doubleDissolveWidth);
particleAlpha = saturate(particleAlpha - dissolveSubtract);
}
#endif
//Blending
#if _ALPHAPREMULTIPLY_ON
particleColor *= particleAlpha;
#endif
#if _ALPHAMODULATE_ON
particleColor.rgb = lerp(float3(1,1,1), particleColor.rgb, particleAlpha);
#endif
#if _ALPHATEST_ON
clip(particleAlpha - _Cutoff);
#endif
#if !defined(PASS_SHADOW_CASTER)
// Fog & Soft Particles
applyFog(i, particleColor, particleAlpha);
fragSoftParticlesFade(i, particleAlpha);
#endif
// Prevent alpha from exceeding 1
particleAlpha = min(particleAlpha, 1.0);
#if !defined(PASS_SHADOW_CASTER)
return float4(particleColor, particleAlpha);
#else
//--------------------------------------------------------------------------------------------------------------------------------
// Shadow Caster Pass
#if _CFXR_ADDITIVE
half alpha = max(particleColor.r, max(particleColor.g, particleColor.b)) * particleAlpha;
#else
half alpha = particleAlpha;
#endif
#if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)
alpha = min(alpha, _ShadowStrength);
// Use dither mask for alpha blended shadows, based on pixel position xy
// and alpha level. Our dither texture is 4x4x16.
#if _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
half texSize = _DitherCustom_TexelSize.z;
alpha = tex3D(_DitherCustom, float3(vpos.xy*(1 / texSize), alpha*(1 - (1 / (texSize*texSize))))).a;
#else
alpha = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25, alpha*0.9375)).a;
#endif
#endif
clip(alpha - 0.01);
SHADOW_CASTER_FRAGMENT(i)
#endif
}
// ================================================================================================================================
// ParticlesInstancing.hlsl
// ================================================================================================================================
#if defined(CFXR_URP)
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(SHADER_TARGET_SURFACE_ANALYSIS)
#define UNITY_PARTICLE_INSTANCING_ENABLED
#endif
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
#ifndef UNITY_PARTICLE_INSTANCE_DATA
#define UNITY_PARTICLE_INSTANCE_DATA DefaultParticleInstanceData
#endif
struct DefaultParticleInstanceData
{
float3x4 transform;
uint color;
float animFrame;
};
StructuredBuffer<UNITY_PARTICLE_INSTANCE_DATA> unity_ParticleInstanceData;
float4 unity_ParticleUVShiftData;
float unity_ParticleUseMeshColors;
void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject)
{
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
// transform matrix
objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f);
objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f);
objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f);
objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f);
// inverse transform matrix (TODO: replace with a library implementation if/when available)
float3x3 worldToObject3x3;
worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]);
worldToObject3x3 = transpose(worldToObject3x3);
worldToObject3x3 *= rcp(det);
float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34);
worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f);
worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f);
worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f);
worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f);
}
void ParticleInstancingSetup()
{
ParticleInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject);
}
#else
void ParticleInstancingSetup() {}
#endif
#endif
// ================================================================================================================================
// Instancing functions
// ================================================================================================================================
float4 UnpackFromR8G8B8A8(uint rgba)
{
return float4(rgba & 255, (rgba >> 8) & 255, (rgba >> 16) & 255, (rgba >> 24) & 255) * (1.0 / 255);
}
half4 GetParticleColor(half4 color)
{
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
#if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR)
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors);
color *= UnpackFromR8G8B8A8(data.color);
#endif
#endif
return color;
}
void GetParticleTexcoords(out float2 outputTexcoord, out float2 outputTexcoord2, out float outputBlend, in float4 inputTexcoords, in float inputBlend)
{
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
if (unity_ParticleUVShiftData.x != 0.0)
{
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
float numTilesX = unity_ParticleUVShiftData.y;
float2 animScale = unity_ParticleUVShiftData.zw;
#ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME
float sheetIndex = 0.0;
#else
float sheetIndex = data.animFrame;
#endif
float index0 = floor(sheetIndex);
float vIdx0 = floor(index0 / numTilesX);
float uIdx0 = floor(index0 - vIdx0 * numTilesX);
float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip
outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy;
#ifdef _FLIPBOOKBLENDING_ON
float index1 = floor(sheetIndex + 1.0);
float vIdx1 = floor(index1 / numTilesX);
float uIdx1 = floor(index1 - vIdx1 * numTilesX);
float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y);
outputTexcoord2.xy = inputTexcoords.xy * animScale.xy + offset1.xy;
outputBlend = frac(sheetIndex);
#endif
}
else
#endif
{
outputTexcoord = inputTexcoords.xy;
#ifdef _FLIPBOOKBLENDING_ON
outputTexcoord2.xy = inputTexcoords.zw;
outputBlend = inputBlend;
#endif
}
#ifndef _FLIPBOOKBLENDING_ON
outputTexcoord2.xy = inputTexcoords.xy;
outputBlend = 0.5;
#endif
}
void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord)
{
float2 dummyTexcoord2 = 0.0;
float dummyBlend = 0.0;
GetParticleTexcoords(outputTexcoord, dummyTexcoord2, dummyBlend, inputTexcoord.xyxy, 0.0);
}