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#ifndef __2NER_INC
#define __2NER_INC

#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"

#include "eyes.cginc"
#include "face_me.cginc"
#include "features.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
#include "matcaps.cginc"
#include "poi.cginc"
#include "ssfd.cginc"
#include "yum_brdf.cginc"
#include "yum_pbr.cginc"
#include "yum_lighting.cginc"

v2f vert(appdata v) {
#if defined(OUTLINE_PASS) && !defined(_OUTLINES)
  // The outline pass will be entirely elided when locked. This just lets us
  // hide outlines when not locked.
  return (v2f) (0.0/0.0);
#endif
#if defined(MASKED_STENCIL1_PASS)
  float masked_stencil1_mask = _Masked_Stencil1_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
  [branch]
  if (masked_stencil1_mask < 0.5) {
    return (v2f) (0.0/0.0);
  }
#endif
#if defined(MASKED_STENCIL2_PASS)
  float masked_stencil2_mask = _Masked_Stencil2_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
  [branch]
  if (masked_stencil2_mask < 0.5) {
    return (v2f) (0.0/0.0);
  }
#endif
#if defined(MASKED_STENCIL3_PASS)
  float masked_stencil3_mask = _Masked_Stencil3_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
  [branch]
  if (masked_stencil3_mask < 0.5) {
    return (v2f) (0.0/0.0);
  }
#endif
#if defined(MASKED_STENCIL4_PASS)
  float masked_stencil4_mask = _Masked_Stencil4_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
  [branch]
  if (masked_stencil4_mask < 0.5) {
    return (v2f) (0.0/0.0);
  }
#endif
#if defined(EXTRA_STENCIL_COLOR_PASS) && !defined(_EXTRA_STENCIL_COLOR_PASS)
	return (v2f) (0.0/0.0);
#endif

  v2f o;

  UNITY_SETUP_INSTANCE_ID(v);
  UNITY_INITIALIZE_OUTPUT(v2f, o);
  UNITY_TRANSFER_INSTANCE_ID(v, o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

#if defined(OUTLINE_PASS)
  [branch]
  if (!_Outlines_Enabled_Dynamic) {
    return (v2f) (0.0/0.0);
  }
#if defined(_OUTLINE_MASK)
  float thickness = _Outline_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
  thickness = (_Outline_Mask_Invert == 0 ? thickness : 1 - thickness);
#else
  float thickness = 1;
#endif
  v.vertex.xyz += _Outline_Width * v.normal * thickness;
  v.normal *= -1;
  v.tangent *= -1;
#endif  // OUTLINE_PASS

#if defined(_FACE_ME)
  face_me(v);
#endif

#if defined(_VERTEX_DOMAIN_WARPING)
  float3 basePos = v.vertex.xyz;
  float offset = sin(_Time[0] * _Vertex_Domain_Warping_Speed) *
      _Vertex_Domain_Warping_Temporal_Strength;
  v.vertex.xyz = domainWarp3(v.vertex,
      _Vertex_Domain_Warping_Spatial_Octaves,
      _Vertex_Domain_Warping_Spatial_Strength,
      _Vertex_Domain_Warping_Spatial_Scale,
      offset);
  float3 tangent_tmp = v.tangent.xyz;
  domainWarp3Normals(v.normal, tangent_tmp, basePos,
      _Vertex_Domain_Warping_Spatial_Octaves,
      _Vertex_Domain_Warping_Spatial_Strength,
      _Vertex_Domain_Warping_Spatial_Scale,
      offset);
  v.tangent.xyz = tangent_tmp;
#endif

#if defined(_FOCAL_LENGTH_CONTROL)
  [branch]
  if (_Focal_Length_Enabled_Dynamic) {
    float4 fl_worldPos_unscaled = mul(unity_ObjectToWorld, v.vertex);
    float4 fl_viewPos_unscaled = mul(UNITY_MATRIX_V, fl_worldPos_unscaled);

    float4 fl_objPos = float4(v.vertex.xyz * _Focal_Length_Multiplier, v.vertex.w);
    float4 fl_worldPos = mul(unity_ObjectToWorld, fl_objPos);
    float4 fl_viewPos = mul(UNITY_MATRIX_V, fl_worldPos);
    fl_viewPos.xy /= _Focal_Length_Multiplier;

    float2 fl_compensation = fl_viewPos_unscaled.xy - fl_viewPos.xy;
    fl_viewPos.xy += fl_compensation;

    o.pos = mul(UNITY_MATRIX_P, fl_viewPos);
  } else {
    o.pos = UnityObjectToClipPos(v.vertex);
  }
#else
  o.pos = UnityObjectToClipPos(v.vertex);
#endif

  o.uv01 = v.uv01;
  o.worldPos = mul(unity_ObjectToWorld, v.vertex);
  o.objPos = v.vertex;
  o.eyeVec.xyz = normalize(o.worldPos - _WorldSpaceCameraPos);
  o.eyeVec.w = 1;

  // These are used to convert normals from tangent space to world space.
  o.normal = UnityObjectToWorldNormal(v.normal);
  o.tangent = UnityObjectToWorldDir(v.tangent.xyz);
  o.binormal = cross(o.normal, o.tangent) * v.tangent.w *
    unity_WorldTransformParams.w;

  UNITY_TRANSFER_LIGHTING(o, v.uv1);
  UNITY_TRANSFER_FOG_COMBINED_WITH_EYE_VEC(o, o.pos);
#if defined(SHADOW_CASTER_PASS)
	TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
#endif
  return o;
}

float4 frag(v2f i) : SV_Target {
  UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
  UNITY_SETUP_INSTANCE_ID(i);
  UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);

  // Not necessarily normalized after interpolation
  i.normal = normalize(i.normal);

#if defined(_EYE_EFFECT_00)
  EyeEffectOutput eye_effect_00 = EyeEffect_00(i);
  i.uv01.xy = eye_effect_00.uv;
#endif

  YumPbr pbr = GetYumPbr(i);

#if defined(_SSFD)
  float ssfd_mask = ssfd(i.uv01.xy, _SSFD_Scale, _SSFD_Max_Fwidth, 0, _SSFD_Noise);
  pbr.albedo *= (ssfd_mask > _SSFD_Threshold);
#endif

#if defined(OUTLINE_PASS)
  pbr.smoothness = 0;
  pbr.roughness = 1;
  pbr.roughness_perceptual = 1;
  pbr.metallic = 0;
#endif

#if defined(_EYE_EFFECT_00)
  pbr.normal = eye_effect_00.normal;
#endif

  [branch]
  if (_Mode == 1) {
    clip(pbr.albedo.a - _Clip);
    pbr.albedo.a = 1;
  }

#if defined(EXTRA_STENCIL_COLOR_PASS) && defined(_EXTRA_STENCIL_COLOR_PASS)
  pbr.albedo = _ExtraStencilColor;
#endif

#if defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS) || defined(OUTLINE_PASS) || defined(EXTRA_STENCIL_COLOR_PASS)
  YumLighting l = GetYumLighting(i, pbr);

#if defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS)
  applyMatcapsAndRimLighting(i, pbr, l);
  pbr.albedo.rgb = max(0, pbr.albedo.rgb);
  l.diffuse = max(0, l.diffuse);
  l.specular = max(0, l.specular);
#endif

  float4 lit = YumBRDF(i, l, pbr);

#if defined(_EMISSION) || (defined(_GLITTER) && defined(FORWARD_BASE_PASS))
  lit.rgb += pbr.emission;
#endif

  UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
  UNITY_APPLY_FOG(_unity_fogCoord, lit.rgb);
  return lit;
#elif defined(SHADOW_CASTER_PASS) || defined(MASKED_STENCIL1_PASS) || defined(MASKED_STENCIL2_PASS) || defined(MASKED_STENCIL3_PASS) || defined(MASKED_STENCIL4_PASS)
  return 0;
#endif
}

#endif  // __2NER_INC