131 lines
3.2 KiB
HLSL
131 lines
3.2 KiB
HLSL
// Not for redistribution without the author's express written permission
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#ifndef UNITY_PASS_FORWARDBASE
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#define UNITY_PASS_FORWARDBASE
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "MMD4Mecanim-MMDLit-AutoLight.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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#include "MMD4Mecanim-MMDLit-Lighting.cginc"
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#include "MMD4Mecanim-MMDLit-Surface-Lighting.cginc"
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#include "MMD4Mecanim-MMDLit-Compatible.cginc"
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#ifdef TESSELLATION_ON
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#include "Tessellation.cginc"
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#endif
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struct v2f_surf {
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float4 pos : SV_POSITION;
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float2 pack0 : TEXCOORD0;
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half3 normal : TEXCOORD1;
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half3 vlight : TEXCOORD2;
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half3 viewDir : TEXCOORD3;
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LIGHTING_COORDS(4,5)
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half3 mmd_globalAmbient : TEXCOORD6;
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#ifdef SPHEREMAP_ON
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half3 mmd_uvwSphere : TEXCOORD7;
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#endif
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};
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float4 _MainTex_ST;
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v2f_surf vert_surf(appdata_full v)
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{
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v2f_surf o;
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o.pos = _UnityObjectToClipPos(v.vertex);
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o.pack0.xy = v.texcoord.xy;
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float3 worldN = mul((float3x3)_UNITY_OBJECT_TO_WORLD, SCALED_NORMAL);
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o.normal = worldN;
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#ifdef SPHEREMAP_ON
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float4x4 matMV = MMDLit_GetMatrixMV();
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half3 norm = normalize(mul((float3x3)matMV, v.normal));
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half3 eye = normalize(mul(matMV, v.vertex).xyz);
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o.mmd_uvwSphere = reflect(eye, norm);
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#endif
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o.viewDir = (half3)WorldSpaceViewDir(v.vertex);
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o.vlight = ShadeSH9(float4(worldN, 1.0));
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o.mmd_globalAmbient = o.vlight;
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#ifdef VERTEXLIGHT_ON
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float3 worldPos = mul(_UNITY_OBJECT_TO_WORLD, v.vertex).xyz;
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o.vlight += Shade4PointLights(
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPos, worldN );
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#endif // VERTEXLIGHT_ON
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// Feedback Ambient.
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o.vlight *= MMDLit_GetAmbientRate();
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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return o;
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}
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inline half4 frag_core(in v2f_surf IN, half4 albedo)
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{
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half atten = LIGHT_ATTENUATION(IN);
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half shadowAtten = SHADOW_ATTENUATION(IN);
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half3 c;
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half3 baseC;
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half NdotL = dot(IN.normal, _WorldSpaceLightPos0.xyz);
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c = MMDLit_Lighting(
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(half3)albedo,
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#ifdef SPHEREMAP_ON
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IN.mmd_uvwSphere,
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#else
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half3( 0.0, 0.0, 0.0 ),
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#endif
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NdotL,
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IN.normal,
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_WorldSpaceLightPos0.xyz,
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normalize(IN.viewDir),
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atten,
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shadowAtten,
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baseC,
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IN.mmd_globalAmbient);
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c += baseC * IN.vlight;
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return half4(c, albedo.a);
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}
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// for Transparency
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half4 frag_surf(v2f_surf IN) : MMDLIT_SV_TARGET
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{
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half4 albedo = MMDLit_GetAlbedo(IN.pack0.xy);
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albedo.a *= _Color.a; // for Transparency
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MMDLIT_CLIP(albedo.a)
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return frag_core(IN, albedo);
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}
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// for Opaque
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half4 frag_fast(v2f_surf IN) : MMDLIT_SV_TARGET
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{
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half4 albedo = MMDLit_GetAlbedo(IN.pack0.xy);
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MMDLIT_CLIP_FAST(albedo.a)
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return frag_core(IN, albedo);
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}
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#ifdef TESSELLATION_ON
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#ifdef UNITY_CAN_COMPILE_TESSELLATION
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// tessellation domain shader
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[UNITY_domain("tri")]
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v2f_surf ds_surf(UnityTessellationFactors tessFactors, const OutputPatch<InternalTessInterp_appdata_full, 3> vi, float3 bary : SV_DomainLocation)
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{
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appdata_full v = _ds_appdata_full(tessFactors, vi, bary);
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v2f_surf o = vert_surf(v);
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return o;
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}
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#endif // UNITY_CAN_COMPILE_TESSELLATION
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#endif // TESSELLATION_ON
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