109 lines
2.8 KiB
HLSL
109 lines
2.8 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_FORWARDADD
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#define UNITY_PASS_FORWARDADD
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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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struct v2f_surf
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{
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float4 pos : SV_POSITION;
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float4 pack0 : TEXCOORD0;
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half3 normal : TEXCOORD1;
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half4 lightDir : TEXCOORD2;
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half4 viewDir : TEXCOORD3;
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LIGHTING_COORDS(4,5)
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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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o.normal = mul((float3x3)_UNITY_OBJECT_TO_WORLD, SCALED_NORMAL);
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o.lightDir.xyz = WorldSpaceLightDir(v.vertex);
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o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
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half NdotL = dot(o.normal, (half3)o.lightDir);
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half toonRefl = MMDLit_GetToolRefl(NdotL);
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o.pack0.z = toonRefl;
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o.pack0.w = MMDLit_GetForwardAddStr(toonRefl);
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o.lightDir.w = 0.0;
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o.viewDir.w = MMDLit_GetToonShadow(toonRefl);
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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return o;
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}
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inline half3 frag_core(in v2f_surf IN, half4 albedo)
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{
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half atten = LIGHT_ATTENUATION(IN); // SHADOW_ATTENUATION() might be 1.0 (Can use LIGHT_ATTENUATION() only.)
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#ifndef USING_DIRECTIONAL_LIGHT
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half3 lightDir = normalize((half3)IN.lightDir);
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#else
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half3 lightDir = (half3)IN.lightDir;
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#endif
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half toonRefl = (half)IN.pack0.z;
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half forwardAddStr = (half)IN.pack0.w;
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half toonShadow = IN.viewDir.w;
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half NdotL = IN.lightDir.w;
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half3 c = MMDLit_Lighting_Add(
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(half3)albedo,
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NdotL,
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toonRefl,
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toonShadow,
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IN.normal,
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(half3)lightDir,
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normalize((half3)IN.viewDir),
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atten);
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c *= forwardAddStr;
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return c;
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}
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fixed4 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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half3 c = frag_core(IN, albedo);
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c = min(c, 1.0);
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c *= albedo.a;
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return fixed4(c, 0.0);
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}
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fixed4 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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half3 c = frag_core(IN, albedo);
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return fixed4(c, 0.0);
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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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