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authoryum <yum.food.vr@gmail.com>2025-06-13 15:47:31 -0700
committeryum <yum.food.vr@gmail.com>2025-06-23 01:13:01 -0700
commit91f89f5cbeed39cfa02ce5c4e7d9d75ce37625ff (patch)
tree644fa430d774bc6797c774d1af2091138f696908
parent6576484d1f9f1407fc40d36a1d46f5232869926c (diff)
ssao now applies to basecolor instead of lighting
also add toggle to consider l1 spherical harmonics. off by default for toon look.
-rw-r--r--2ner.cginc11
-rw-r--r--2ner.shader6
-rw-r--r--Scripts/gen_sdf51
-rw-r--r--features.cginc4
-rw-r--r--yum_lighting.cginc75
-rw-r--r--yum_pbr.cginc1
6 files changed, 77 insertions, 71 deletions
diff --git a/2ner.cginc b/2ner.cginc
index b42dd06..e9edb8d 100644
--- a/2ner.cginc
+++ b/2ner.cginc
@@ -313,6 +313,12 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace
i.uv01.xy = eye_effect_00.uv;
#endif
+ float4x4 tangentToWorld = float4x4(
+ float4(i.tangent, 0),
+ float4(i.binormal, 0),
+ float4(i.normal, 0),
+ float4(0, 0, 0, 1)
+ );
#if defined(_CUSTOM30)
#if defined(FORWARD_BASE_PASS) || (!defined(_DEPTH_PREPASS) && defined(SHADOW_CASTER_PASS))
#if defined(_CUSTOM30_BASICCUBE)
@@ -337,7 +343,7 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace
#endif
#endif
- float4x4 tangentToWorld = float4x4(
+ tangentToWorld = float4x4(
float4(i.tangent, 0),
float4(i.binormal, 0),
float4(i.normal, 0),
@@ -350,7 +356,8 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace
ssao = get_ssao(i, tangentToWorld, debug);
#endif
YumPbr pbr = GetYumPbr(i, tangentToWorld);
- pbr.ao *= ssao;
+ //pbr.ao *= ssao;
+ pbr.albedo.rgb *= ssao;
#if defined(META_PASS)
#if defined(_EMISSION)
diff --git a/2ner.shader b/2ner.shader
index 2ef0b51..b9c724d 100644
--- a/2ner.shader
+++ b/2ner.shader
@@ -1939,6 +1939,12 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_Shadow_Casting("Cast shadows", Float) = 0
//endex
+ //ifex _Spherical_Harmonics_L1_Enabled==0
+ [HideInInspector] m_start_Spherical_Harmonics_L1("L1 spherical harmonics", Float) = 0
+ [ThryToggle(_SPHERICAL_HARMONICS_L1)] _Spherical_Harmonics_L1_Enabled("Enable", Float) = 0
+ [HideInInspector] m_end_Spherical_Harmonics_L1("L1 spherical harmonics", Float) = 0
+ //endex
+
//ifex _Depth_Prepass_Enabled==0
[HideInInspector] m_start_Depth_Prepass("Depth Prepass", Float) = 0
[ThryToggle(_DEPTH_PREPASS)] _Depth_Prepass_Enabled("Enable", Float) = 0
diff --git a/Scripts/gen_sdf b/Scripts/gen_sdf
index 52ef487..88469dc 100644
--- a/Scripts/gen_sdf
+++ b/Scripts/gen_sdf
@@ -5,7 +5,7 @@ import cv2
import argparse
import os
-def compute_sdf(img, scale_factor):
+def compute_sdf(img, n_px, bit_depth=8):
# Convert to binary image if not already
_, binary = cv2.threshold(img, 127, 255, cv2.THRESH_BINARY)
@@ -13,21 +13,36 @@ def compute_sdf(img, scale_factor):
dist_transform_fg = cv2.distanceTransform(binary, cv2.DIST_L2, 5)
dist_transform_bg = cv2.distanceTransform(255 - binary, cv2.DIST_L2, 5)
- # Combine the distance fields and scale by factor
- sdf = (dist_transform_fg - dist_transform_bg) / scale_factor
+ # Combine to get signed distance field (positive outside, negative inside)
+ sdf = dist_transform_fg - dist_transform_bg
- # Normalize values to [0, 255] range
- sdf_min = np.min(sdf)
- sdf_max = np.max(sdf)
- sdf = ((sdf - sdf_min) * 255 / (sdf_max - sdf_min))
+ # Clip to ±n_px range
+ sdf = np.clip(sdf, -n_px, n_px)
- return sdf.astype(np.uint8)
+ # Map from [-n_px, +n_px] to [0, 1]
+ sdf_normalized = (sdf + n_px) / (2 * n_px)
+
+ # Quantize to requested bit depth
+ if bit_depth == 8:
+ max_value = 255
+ dtype = np.uint8
+ elif bit_depth == 16:
+ max_value = 65535
+ dtype = np.uint16
+ else:
+ raise ValueError(f"Unsupported bit depth: {bit_depth}")
+
+ sdf_quantized = np.round(sdf_normalized * max_value).astype(dtype)
+
+ return sdf_quantized
def main():
- parser = argparse.ArgumentParser(description='Generate SDF from black and white image')
+ parser = argparse.ArgumentParser(description='Generate SDF from black and white image with fixed range encoding')
parser.add_argument('input_images', nargs='+', help='Path to input image(s)')
- parser.add_argument('--scale', type=float, default=1.0,
- help='Scale factor for distance (in texels)')
+ parser.add_argument('--n_px', type=float, default=64.0,
+ help='Maximum distance to encode in pixels (default: 64)')
+ parser.add_argument('--bit_depth', type=int, default=8, choices=[8, 16],
+ help='Output bit depth (default: 8)')
args = parser.parse_args()
# Process each input image
@@ -42,12 +57,18 @@ def main():
print(f"Error: Could not read image {input_path}")
continue
- # Compute SDF with scale factor
- sdf = compute_sdf(img, args.scale)
+ # Compute SDF with fixed range
+ sdf = compute_sdf(img, args.n_px, args.bit_depth)
# Save result
- cv2.imwrite(output_path, sdf)
- print(f"SDF generated and saved to {output_path}")
+ if args.bit_depth == 16:
+ # For 16-bit images, ensure proper saving
+ cv2.imwrite(output_path, sdf)
+ else:
+ cv2.imwrite(output_path, sdf)
+
+ print(f"SDF generated and saved to {output_path} (±{args.n_px}px range, {args.bit_depth}-bit)")
+ print(f" Decoding: 0.5 = contour, 0.0 = -{args.n_px}px (inside), 1.0 = +{args.n_px}px (outside)")
if __name__ == "__main__":
main()
diff --git a/features.cginc b/features.cginc
index 1e46f48..d0c3fd1 100644
--- a/features.cginc
+++ b/features.cginc
@@ -380,5 +380,9 @@
#pragma shader_feature_local _BAKERY_MONOSH
//endex
+//ifex _Spherical_Harmonics_L1_Enabled==0
+#pragma shader_feature_local _SPHERICAL_HARMONICS_L1
+//endex
+
#endif // __FEATURES_INC
diff --git a/yum_lighting.cginc b/yum_lighting.cginc
index 9dab2d8..e769375 100644
--- a/yum_lighting.cginc
+++ b/yum_lighting.cginc
@@ -166,63 +166,25 @@ float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir, float diffuse_lum
}
float3 yumSH9(float4 n, float3 worldPos, inout YumLighting light) {
-#if defined(YUM_SH9_STANDARD)
- // Unity gives us the first three bands (L0-L2) of SH coefficients as follows:
- // unity_SHA*.w: L0 coefficients
- // unity_SHA*.xyz: L1 coefficients
- // unity_SHB*: first four of the L2 coefficients
- // unity_SHC: last L2 coefficient
-
- // Parse out coefficients into a simpler but less efficient format.
- float3 L00 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
- float3 L1_1 = float3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x);
- float3 L10 = float3(unity_SHAr.y, unity_SHAg.y, unity_SHAb.y);
- float3 L11 = float3(unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
- float3 L2_2 = float3(unity_SHBr.x, unity_SHBg.x, unity_SHBb.x);
- float3 L2_1 = float3(unity_SHBr.y, unity_SHBg.y, unity_SHBb.y);
- float3 L20 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z);
- float3 L21 = float3(unity_SHBr.w, unity_SHBg.w, unity_SHBb.w);
- float3 L22 = unity_SHC;
-
- // Equation 13 from "An Efficient Representation for Irradiance Environment
- // Maps" by Ramamoorthi and Hanrahan. Note that the order of some
- // coefficients is different, and normalization constants have been
- // premultiplied by Unity.
- float3 L0 = L00;
- float3 L1 = L1_1 * n.x + L10 * n.y + L11 * n.z;
- float3 L2 =
- L2_2 * n.x * n.y +
- L2_1 * n.y * n.z +
- L20 * n.z * n.z +
- L21 * n.x * n.z +
- L22 * (n.x * n.x - n.y * n.y);
-
- light.L00 = L00;
- light.L01r = unity_SHAr.xyz;
- light.L01g = unity_SHAg.xyz;
- light.L01b = unity_SHAb.xyz;
-
- return L0 + L1 + L2;
-#elif 1
- // Light volumes. We omit the L01 contribution since flat shading looks
- // better on avatars.
LightVolumeSH(worldPos, light.L00, light.L01r, light.L01g, light.L01b);
- return LightVolumeEvaluate(n.xyz, light.L00,
- _UdonLightVolumeEnabled ? light.L01r : 0,
- _UdonLightVolumeEnabled ? light.L01g : 0,
- _UdonLightVolumeEnabled ? light.L01b : 0);
+#if defined(_SPHERICAL_HARMONICS_L1)
+ return LightVolumeEvaluate(n.xyz, light.L00, light.L01r, light.L01g, light.L01b);
#else
- // On non-photorealistic avatars, simply using the diffuse component looks
- // better. *shruge*
- float3 L00 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
-
- light.L00 = L00;
- light.L01r = unity_SHAr.xyz;
- light.L01g = unity_SHAg.xyz;
- light.L01b = unity_SHAb.xyz;
+ return LightVolumeEvaluate(n.xyz, light.L00, 0, 0, 0);
+#endif
+}
- return L00;
+float4 getIndirectDiffuse(v2f i, float4 vertexLightColor,
+ inout YumLighting light) {
+ float4 diffuse = vertexLightColor;
+#if defined(FORWARD_BASE_PASS)
+#if defined(LIGHTMAP_ON)
+ diffuse.xyz = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw));
+#else
+ diffuse.xyz += max(0, yumSH9(float4(i.normal, 0), i.worldPos, light));
#endif
+#endif
+ return diffuse;
}
YumLighting GetYumLighting(v2f i, YumPbr pbr) {
@@ -242,9 +204,10 @@ YumLighting GetYumLighting(v2f i, YumPbr pbr) {
float3x3 tangentToWorld = float3x3(i.tangent, i.binormal, i.normal);
// Use Bakery-aware irradiance function
+#if defined(LIGHTMAP_ON)
light.diffuse = BakeryGI_Irradiance(
pbr.normal, // worldNormal
- i.worldPos, // worldPos
+ i.worldPos, // worldPos
float4(i.uv01.zw, 0, 0), // lightmapUV (xy = uv0, zw = uv1)
float3(0,0,0), // ambient (will be calculated internally)
light.attenuation, // attenuation
@@ -256,6 +219,10 @@ YumLighting GetYumLighting(v2f i, YumPbr pbr) {
#if defined(_GRAYSCALE_LIGHTMAPS)
light.diffuse.gb = light.diffuse.r;
#endif
+#else
+ light.diffuse = getIndirectDiffuse(i, 0, light);
+ light.occlusion = 1;
+#endif
#if defined(_MIN_BRIGHTNESS)
light.diffuse = max(_Min_Brightness, light.diffuse);
diff --git a/yum_pbr.cginc b/yum_pbr.cginc
index 03026c3..342b020 100644
--- a/yum_pbr.cginc
+++ b/yum_pbr.cginc
@@ -133,6 +133,7 @@ YumPbr GetYumPbr(v2f i, float3x3 tangentToWorld) {
#endif
applyDecals(i, result.albedo, normal_tangent, result.metallic, result.smoothness);
+ result.smoothness = min(0.99, result.smoothness);
propagateRoughness(result.smoothness, result.roughness_perceptual, result.roughness);
#if defined(_OKLCH_CORRECTION)