diff options
| -rw-r--r-- | 2ner.shader | 52 | ||||
| -rw-r--r-- | features.cginc | 28 | ||||
| -rw-r--r-- | globals.cginc | 33 | ||||
| -rw-r--r-- | tessellation.cginc | 4 | ||||
| -rw-r--r-- | yum_brdf.cginc | 6 | ||||
| -rw-r--r-- | yum_pbr.cginc | 48 |
6 files changed, 166 insertions, 5 deletions
diff --git a/2ner.shader b/2ner.shader index e886828..3834d5f 100644 --- a/2ner.shader +++ b/2ner.shader @@ -953,6 +953,58 @@ Shader "yum_food/2ner" //endex [HideInInspector] m_end_Decals("Decals", Float) = 0 + [HideInInspector] m_start_XZ_Gradient_Normals("XZ Gradient Normals", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS)] _XZ_Gradient_Normals_Enabled("Enable", Float) = 0 + //ifex _XZ_Gradient_Normals_0_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_0("Gradient 0", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_0)] _XZ_Gradient_Normals_0_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_0("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_0("Gradient 0", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_1_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_1("Gradient 1", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_1)] _XZ_Gradient_Normals_1_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_1("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_1("Gradient 1", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_2_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_2("Gradient 2", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_2)] _XZ_Gradient_Normals_2_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_2("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_2("Gradient 2", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_3_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_3("Gradient 3", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_3)] _XZ_Gradient_Normals_3_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_3("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_3("Gradient 3", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_4_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_4("Gradient 4", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_4)] _XZ_Gradient_Normals_4_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_4("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_4("Gradient 4", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_5_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_5("Gradient 5", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_5)] _XZ_Gradient_Normals_5_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_5("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_5("Gradient 5", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_6_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_6("Gradient 6", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_6)] _XZ_Gradient_Normals_6_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_6("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_6("Gradient 6", Float) = 0 + //endex + //ifex _XZ_Gradient_Normals_7_Enabled==0 + [HideInInspector] m_start_XZ_Gradient_Normals_7("Gradient 7", Float) = 0 + [ThryToggle(_XZ_GRADIENT_NORMALS_7)] _XZ_Gradient_Normals_7_Enabled("Enable", Float) = 0 + _XZ_Gradient_Normals_7("Texture", 2D) = "black" {} + [HideInInspector] m_end_XZ_Gradient_Normals_7("Gradient 7", Float) = 0 + //endex + [HideInInspector] m_end_XZ_Gradient_Normals("XZ Gradient Normals", Float) = 0 + [HideInInspector] m_start_Color_Correction("Color correction", Float) = 0 //ifex _Oklch_Correction_Enabled==0 [HideInInspector] m_start_Oklch_Correction("Oklch", Float) = 0 diff --git a/features.cginc b/features.cginc index 8e6ebcd..3e02789 100644 --- a/features.cginc +++ b/features.cginc @@ -240,6 +240,34 @@ #pragma shader_feature_local _DECAL7_EMISSIONS_PROXIMITY //endex +//ifex _XZ_Gradient_Normals_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS +//endex +//ifex _XZ_Gradient_Normals_0_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_0 +//endex +//ifex _XZ_Gradient_Normals_1_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_1 +//endex +//ifex _XZ_Gradient_Normals_2_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_2 +//endex +//ifex _XZ_Gradient_Normals_3_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_3 +//endex +//ifex _XZ_Gradient_Normals_4_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_4 +//endex +//ifex _XZ_Gradient_Normals_5_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_5 +//endex +//ifex _XZ_Gradient_Normals_6_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_6 +//endex +//ifex _XZ_Gradient_Normals_7_Enabled==0 +#pragma shader_feature_local _XZ_GRADIENT_NORMALS_7 +//endex + //ifex _3D_SDF_Enabled==0 #pragma shader_feature_local _3D_SDF //endex diff --git a/globals.cginc b/globals.cginc index 0017758..110ad98 100644 --- a/globals.cginc +++ b/globals.cginc @@ -333,6 +333,39 @@ DECLARE_DECAL_VARIABLES(6) DECLARE_DECAL_VARIABLES(7)
#endif
+#if defined(_XZ_GRADIENT_NORMALS_0)
+texture2D _XZ_Gradient_Normals_0;
+float4 _XZ_Gradient_Normals_0_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_1)
+texture2D _XZ_Gradient_Normals_1;
+float4 _XZ_Gradient_Normals_1_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_2)
+texture2D _XZ_Gradient_Normals_2;
+float4 _XZ_Gradient_Normals_2_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_3)
+texture2D _XZ_Gradient_Normals_3;
+float4 _XZ_Gradient_Normals_3_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_4)
+texture2D _XZ_Gradient_Normals_4;
+float4 _XZ_Gradient_Normals_4_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_5)
+texture2D _XZ_Gradient_Normals_5;
+float4 _XZ_Gradient_Normals_5_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_6)
+texture2D _XZ_Gradient_Normals_6;
+float4 _XZ_Gradient_Normals_6_ST;
+#endif
+#if defined(_XZ_GRADIENT_NORMALS_7)
+texture2D _XZ_Gradient_Normals_7;
+float4 _XZ_Gradient_Normals_7_ST;
+#endif
+
#if defined(_VERTEX_DOMAIN_WARPING)
texture3D _Vertex_Domain_Warping_Noise;
float _Vertex_Domain_Warping_Strength;
diff --git a/tessellation.cginc b/tessellation.cginc index 23df0d4..7e8c790 100644 --- a/tessellation.cginc +++ b/tessellation.cginc @@ -35,7 +35,7 @@ tess_factors patch_constant(InputPatch<v2f, 3> patch) { // un-transformed and maximally transformed locations. Technically we could // miss an intersection in the middle, but I haven't noticed any visible // popping with this approach. -#if defined(_TESSELLATION_HEIGHTMAP) && (defined(_TESSELLATION_HEIGHTMAP_0) || defined(_TESSELLATION_HEIGHTMAP_1) || defined(_TESSELLATION_HEIGHTMAP_2) || defined(_TESSELLATION_HEIGHTMAP_3)) +#if defined(_TESSELLATION) && (defined(_TESSELLATION_HEIGHTMAP_0) || defined(_TESSELLATION_HEIGHTMAP_1) || defined(_TESSELLATION_HEIGHTMAP_2) || defined(_TESSELLATION_HEIGHTMAP_3)) float max_displacement = max( max(_Tessellation_Heightmap_0_Scale * 0.5 + _Tessellation_Heightmap_0_Offset, _Tessellation_Heightmap_1_Scale * 0.5 + _Tessellation_Heightmap_1_Offset), @@ -123,7 +123,7 @@ v2f domain( #endif #endif -#if (defined(_TESSELLATION_HEIGHTMAP_0) || defined(_TESSELLATION_HEIGHTMAP_1) || defined(_TESSELLATION_HEIGHTMAP_2) || defined(_TESSELLATION_HEIGHTMAP_3)) +#if defined(_TESSELLATION) && (defined(_TESSELLATION_HEIGHTMAP_0) || defined(_TESSELLATION_HEIGHTMAP_1) || defined(_TESSELLATION_HEIGHTMAP_2) || defined(_TESSELLATION_HEIGHTMAP_3)) float height = 0; #if defined(_TESSELLATION_HEIGHTMAP_0) float heightmap_0_sample = _Tessellation_Heightmap_0.SampleLevel(bilinear_repeat_s, diff --git a/yum_brdf.cginc b/yum_brdf.cginc index daa6793..2d07440 100644 --- a/yum_brdf.cginc +++ b/yum_brdf.cginc @@ -126,11 +126,11 @@ float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) { // Compute proper diffuse color with metallic blending float3 diffuseColor = computeDiffuseColor(pbr.albedo, pbr.metallic); - + // Fd_Burley already includes 1/PI, so multiply by PI to match Unity intensities float3 Fd = diffuseColor * Fd_Burley(pbr.roughness, NoV, NoL_wrapped_d, LoH) * PI; Fd *= light.attenuation * pbr.ao; - + // Multiply by PI to match Unity intensities (same as Filament's implementation) float3 Fr = specularLobe(pbr, f0, h, LoH, NoH, NoV, NoL_wrapped_s) * PI * light.attenuation; @@ -173,7 +173,7 @@ float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) { // Use proper diffuse color calculation float3 diffuseColor = computeDiffuseColor(pbr.albedo, pbr.metallic); float3 Fd = diffuseColor * light.diffuse * (1.0 - E) * pbr.ao; - + float3 Fr = E * light.specular * specularSingleBounceAO; indirect_standard = Fr + Fd; diff --git a/yum_pbr.cginc b/yum_pbr.cginc index 8df2fde..5877022 100644 --- a/yum_pbr.cginc +++ b/yum_pbr.cginc @@ -27,6 +27,50 @@ void propagateRoughness(in float smoothness, out float roughness_perceptual, out roughness = roughness_perceptual * roughness_perceptual; } +#if defined(_XZ_GRADIENT_NORMALS) +void applyGradientNormals(v2f i, inout YumPbr pbr) { + float2 uv = i.uv01.xy; + + float2 gradient = 0; +#if defined(_XZ_GRADIENT_NORMALS_0) + float2 g0_uv = uv * _XZ_Gradient_Normals_0_ST.xy; + gradient += _XZ_Gradient_Normals_0.SampleLevel(bilinear_repeat_s, g0_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_1) + float2 g1_uv = uv * _XZ_Gradient_Normals_1_ST.xy; + gradient += _XZ_Gradient_Normals_1.SampleLevel(bilinear_repeat_s, g1_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_2) + float2 g2_uv = uv * _XZ_Gradient_Normals_2_ST.xy; + gradient += _XZ_Gradient_Normals_2.SampleLevel(bilinear_repeat_s, g2_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_3) + float2 g3_uv = uv * _XZ_Gradient_Normals_3_ST.xy; + gradient += _XZ_Gradient_Normals_3.SampleLevel(bilinear_repeat_s, g3_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_4) + float2 g4_uv = uv * _XZ_Gradient_Normals_4_ST.xy; + gradient += _XZ_Gradient_Normals_4.SampleLevel(bilinear_repeat_s, g4_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_5) + float2 g5_uv = uv * _XZ_Gradient_Normals_5_ST.xy; + gradient += _XZ_Gradient_Normals_5.SampleLevel(bilinear_repeat_s, g5_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_6) + float2 g6_uv = uv * _XZ_Gradient_Normals_6_ST.xy; + gradient += _XZ_Gradient_Normals_6.SampleLevel(bilinear_repeat_s, g6_uv, 0).rg; +#endif +#if defined(_XZ_GRADIENT_NORMALS_7) + float2 g7_uv = uv * _XZ_Gradient_Normals_7_ST.xy; + gradient += _XZ_Gradient_Normals_7.SampleLevel(bilinear_repeat_s, g7_uv, 0).rg; +#endif + + // Technically I think this is in object space but uhhh I'll deal with that later idk. + float3 gradient_normal = normalize(float3(-gradient.x, 1.0f, -gradient.y)); + pbr.normal = gradient_normal; +} +#endif + YumPbr GetYumPbr(v2f i, float3x3 tangentToWorld) { YumPbr result = (YumPbr)0; @@ -149,6 +193,10 @@ YumPbr GetYumPbr(v2f i, float3x3 tangentToWorld) { result.normal = normalize(mul(normal_tangent, tangentToWorld)); +#if defined(_XZ_GRADIENT_NORMALS) + applyGradientNormals(i, result); +#endif + #if (defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS)) && defined(_GLITTER) GlitterParams glitter_p; glitter_p.color = _Glitter_Color; |
