#ifndef TASTT_LIGHTING #define TASTT_LIGHTING #include "AutoLight.cginc" #include "UnityPBSLighting.cginc" struct appdata { float4 position : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 position : SV_POSITION; float4 uv : TEXCOORD0; float3 normal : TEXCOORD1; float3 worldPos : TEXCOORD2; #if defined(VERTEXLIGHT_ON) float3 vertexLightColor : TEXCOORD3; #endif }; SamplerState linear_clamp_sampler; SamplerState linear_repeat_sampler; float BG_Enable; Texture2D BG_BaseColor; Texture2D BG_NormalMap; Texture2D BG_Metallic; Texture2D BG_Smoothness; Texture2D BG_Emission_Mask; float BG_Smoothness_Invert; float BG_NormalStrength; float3 BG_Emission_Color; float4 BG_BaseColor_ST; float4 BG_NormalMap_ST; float4 BG_Metallic_ST; float4 BG_Smoothness_ST; float4 BG_Emission_Mask_ST; float Enable_Dithering; float AA_Amount; Texture2D _Font_0x0000_0x1FFF; float4 _Font_0x0000_0x1FFF_TexelSize; Texture2D _Font_0x2000_0x3FFF; float4 _Font_0x2000_0x3FFF_TexelSize; Texture2D _Font_0x4000_0x5FFF; float4 _Font_0x4000_0x5FFF_TexelSize; Texture2D _Font_0x6000_0x7FFF; float4 _Font_0x6000_0x7FFF_TexelSize; Texture2D _Font_0x8000_0x9FFF; float4 _Font_0x8000_0x9FFF_TexelSize; Texture2D _Font_0xA000_0xBFFF; float4 _Font_0xA000_0xBFFF_TexelSize; Texture2D _Font_0xC000_0xDFFF; float4 _Font_0xC000_0xDFFF_TexelSize; Texture2D _Img_0xE000_0xE03F; float4 _Img_0xE000_0xE03F_TexelSize; fixed4 Text_Color; fixed4 Background_Color; fixed4 Margin_Color; float Metallic; float Smoothness; float Emissive; float Render_Margin; float Render_Visual_Indicator; float Margin_Scale; float Margin_Rounding_Scale; float Enable_Margin_Effect_Squares; float Enable_Custom_Cubemap; UNITY_DECLARE_TEXCUBE(Custom_Cubemap); // %TEMPLATE__CG_ROW_COL_CONSTANTS% float3 HUEtoRGB(in float H) { float R = abs(H * 6 - 3) - 1; float G = 2 - abs(H * 6 - 2); float B = 2 - abs(H * 6 - 4); return saturate(float3(R, G, B)); } float3 HSVtoRGB(in float3 HSV) { float3 RGB = HUEtoRGB(HSV.x); return ((RGB - 1) * HSV.y + 1) * HSV.z; } float _TaSTT_Indicator_0; float _TaSTT_Indicator_1; static const float3 TaSTT_Indicator_Color_0 = HSVtoRGB(float3(0.00, 0.7, 1.0)); static const float3 TaSTT_Indicator_Color_1 = HSVtoRGB(float3(0.07, 0.7, 1.0)); static const float3 TaSTT_Indicator_Color_2 = HSVtoRGB(float3(0.30, 0.7, 1.0)); fixed4 float3tofixed4(in float3 f3, in float alpha) { return fixed4( f3.r, f3.g, f3.b, alpha); } // %TEMPLATE__CG_ROW_COL_PARAMS% void getVertexLightColor(inout v2f i) { #if defined(VERTEXLIGHT_ON) float3 light_pos = float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x); float3 light_vec = light_pos - i.worldPos; float3 light_dir = normalize(light_vec); float ndotl = DotClamped(i.normal, light_dir); // Light fills an expanding sphere with surface area 4 * pi * r^2. // By conservation of energy, this means that at distance r, light intensity // is proportional to 1/(r^2). float attenuation = 1 / (1 + dot(light_vec, light_vec) * unity_4LightAtten0.x); i.vertexLightColor = unity_LightColor[0].rgb * ndotl * attenuation; i.vertexLightColor = Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, i.worldPos, i.normal ); #endif } v2f vert(appdata v) { v2f o; o.position = UnityObjectToClipPos(v.position); o.worldPos = mul(unity_ObjectToWorld, v.position); o.normal = UnityObjectToWorldNormal(v.normal); o.uv.xy = TRANSFORM_TEX(v.uv, BG_BaseColor); o.uv.zw = 1.0 - v.uv; getVertexLightColor(o); return o; } float2 AddMarginToUV(float2 uv, float2 margin) { float2 lo = float2(-margin.x / 2, -margin.y / 2); float2 hi = float2(1.0 + margin.x / 2, 1.0 + margin.y / 2); return clamp(lerp(lo, hi, uv), 0.0, 1.0); } // dist = sqrt(dx^2 + dy^2) = sqrt( * ) bool InRadius2(float2 uv, float2 pos, float radius2) { float2 delta = uv - pos; return dot(delta, delta) < radius2; } bool InMargin(float2 uv, float2 margin) { if (uv.x < margin.x || uv.x > 1 - margin.x || uv.y < margin.y || uv.y > 1 - margin.y) { return true; } return false; } bool InSpeechIndicator(float2 uv, float2 margin) { if (!Render_Visual_Indicator) { return false; } // Margin is uv_margin/2 wide/tall. // We want a circle whose radius is ~80% of that. float radius_factor = 0.95; float radius = margin.x * radius_factor; // We want this circle to be centered halfway through the margin // vertically, and at 1.5x the margin width horizontally. float2 indicator_center = float2(margin.x + radius, margin.y * 0.5); // Finally, translate it to the top of the board instead of the // bottom. indicator_center.y = 1.0 - indicator_center.y; if (InRadius2(uv, indicator_center, radius * radius)) { return true; } return false; } bool InMarginRounding(float2 uv, float2 margin, float rounding, bool interior) { if (!interior) { rounding += margin.x; margin = float2(0, 0); float err_margin = 0.001; if (uv.x < err_margin || uv.x > 1.0 - err_margin || uv.y < err_margin || uv.y > 1.0 - err_margin) { return true; } } // This is the center of a circle whose perimeter touches the // upper left corner of the margin. float2 c0 = float2(rounding + margin.x, rounding + margin.y); if (uv.x < c0.x && uv.y < c0.y && uv.x > margin.x && uv.y > margin.y && !InRadius2(uv, c0, rounding * rounding)) { return true; } c0 = float2(rounding + margin.x, 1 - (rounding + margin.y)); if (uv.x < c0.x && uv.y > c0.y && uv.x > margin.x && uv.y < 1 - margin.y && !InRadius2(uv, c0, rounding * rounding)) { return true; } c0 = float2(1 - (rounding + margin.x), 1 - (rounding + margin.y)); if (uv.x > c0.x && uv.y > c0.y && uv.x < 1 - margin.x && uv.y < 1 - margin.y && !InRadius2(uv, c0, rounding * rounding)) { return true; } c0 = float2(1 - (rounding + margin.x), rounding + margin.y); if (uv.x > c0.x && uv.y < c0.y && uv.x < 1 - margin.x && uv.y > margin.y && !InRadius2(uv, c0, rounding * rounding)) { return true; } return false; } // Write the nth letter in the current cell and return the value of the // pixel. // `texture_rows` and `texture_cols` indicate how many rows and columns are // in the texture being sampled. float2 GetLetter(float2 uv, int nth_letter, float texture_cols, float texture_rows, float board_cols, float board_rows, float margin) { // UV spans from [0,1] to [0,1]. // 'U' is horizontal; cols. // 'V' is vertical; rows. // // I want to divide the mesh into an m x n grid. // I want to know what grid cell I'm in. This is simply u * m, v * n. // OK, I know what cell I'm in. Now I need to know how far across it I // am. Produce a float in the range [0, 1). float CHAR_FRAC_COL = uv.x * board_cols - floor(uv.x * board_cols); float CHAR_FRAC_ROW = uv.y * board_rows - floor(uv.y * board_rows); // Avoid rendering pixels right on the edge of the slot. If we were to // do this, then that value would get stretched due to clamping // (AddMarginToUV), resulting in long lines on the edge of the display. float lo = margin / 2; float hi = 1.0 - margin / 2; if (margin != 0 && (CHAR_FRAC_ROW < lo || CHAR_FRAC_COL < lo || CHAR_FRAC_ROW > hi || CHAR_FRAC_COL > hi)) { return float2(-1, -1); } float LETTER_COL = fmod(nth_letter, floor(texture_cols)); float LETTER_ROW = floor(texture_rows) - floor(nth_letter / floor(texture_cols)); float LETTER_UV_ROW = (LETTER_ROW + CHAR_FRAC_ROW - 1.00) / texture_rows; float LETTER_UV_COL = (LETTER_COL + CHAR_FRAC_COL) / texture_cols; float2 result; result.x = LETTER_UV_COL; result.y = LETTER_UV_ROW; return result; } // Get the value of the parameter for the cell we're in. uint GetLetterParameter(float2 uv) { float CHAR_COL = floor(uv.x * BOARD_NCOLS); float CHAR_ROW = floor(uv.y * BOARD_NROWS); int res = 0; // %TEMPLATE__CG_LETTER_ACCESSOR% return res; } fixed sq_dist(fixed2 p0, fixed2 p1) { fixed2 delta = p1 - p0; //return abs(delta.x) + abs(delta.y); return max(abs(delta.x), abs(delta.y)); } fixed4 effect_squares (v2f i) { float2 uv = i.uv.zw; uv.y *= 2; // Text box has 2:1 aspect ratio const fixed time = _Time.y; #define PI 3.1415926535 fixed theta = PI/4 + sin(time / 4) * 0.1; fixed2x2 rot = fixed2x2(cos(theta), -1 * sin(theta), sin(theta), cos(theta)); #define NSQ_X 9.0 #define NSQ_Y 5.0 // Map uv from [0, 1] to [-.5, .5]. fixed2 p = uv - 0.5; p *= fixed2(NSQ_X, NSQ_Y); p = mul(rot, p); p -= 0.5; // See how far we are from the nearest grid point fixed2 intra_pos = frac(p); fixed2 intra_center = fixed2(0.5, 0.5); fixed intra_dist = sq_dist(intra_pos, intra_center); fixed st0 = (sin(time) + 1) / 2; fixed st1 = (sin(time + PI/8) + 1) / 2; fixed st2 = (sin(time + PI/2) + 1) / 2; fixed st3 = (sin(time + PI/2 + PI/8) + 1) / 2; fixed2 center = fixed2(0, 0); center = mul(rot, center); center -= 0.5; fixed2 rot_lim = fixed2(NSQ_X, NSQ_Y); rot_lim = mul(rot, rot_lim); rot_lim -= 0.5; float v = 0; float x = 0; if (intra_dist > 0.5 * (0.5 + sin(time * 1.5) * 0.1)) { v = intra_dist; } else { v = 0; } fixed extra_dist = sq_dist(p, center); fixed check = max(rot_lim.x, rot_lim.y) / 2; if (extra_dist > check * st0) { v = 1.0 - v; } if (extra_dist > check * st1) { v = 1.0 - v; } if (extra_dist > check * st2) { v = 1.0 - v; } if (extra_dist > check * st3) { v = 1.0 - v; } else { x = 0.50; } fixed3 hsv; hsv[0] = (v * 0.2 * (1 - x * .8) + 0.55) - x; hsv[1] = 0.7; hsv[2] = 0.8; fixed3 col = HSVtoRGB(hsv); return fixed4(col, 1.0); } fixed4 margin_effect(v2f i) { if (Enable_Margin_Effect_Squares) { return effect_squares(i); } else { return Margin_Color; } } UnityLight GetLight(v2f i) { UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); float3 light_color = _LightColor0.rgb * attenuation; UnityLight light; light.color = light_color; #if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) light.dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos); #else light.dir = _WorldSpaceLightPos0.xyz; #endif light.ndotl = DotClamped(i.normal, light.dir); return light; } UnityIndirect GetIndirect(v2f i, float3 view_dir, float smoothness) { UnityIndirect indirect; indirect.diffuse = 0; indirect.specular = 0; #if defined(VERTEXLIGHT_ON) indirect.diffuse = i.vertexLightColor; #endif #if defined(FORWARD_BASE_PASS) indirect.diffuse += max(0, ShadeSH9(float4(i.normal, 1))); float3 reflect_dir = reflect(-view_dir, i.normal); // There's a nonlinear relationship between mipmap level and roughness. float roughness = 1 - smoothness; roughness *= 1.7 - .7 * roughness; float3 env_sample; if (Enable_Custom_Cubemap) { env_sample = UNITY_SAMPLE_TEXCUBE_LOD( Custom_Cubemap, reflect_dir, roughness * UNITY_SPECCUBE_LOD_STEPS); } else { env_sample = UNITY_SAMPLE_TEXCUBE_LOD( unity_SpecCube0, reflect_dir, roughness * UNITY_SPECCUBE_LOD_STEPS); } indirect.specular = env_sample; #endif return indirect; } void initNormal(inout v2f i) { if (BG_Enable) { i.normal = UnpackScaleNormal( BG_NormalMap.SampleGrad(linear_repeat_sampler, i.uv.xy, ddx(i.uv.x), ddy(i.uv.y)), BG_NormalStrength); // Swap Y and Z i.normal = i.normal.xzy; } i.normal = normalize(i.normal); } float getWorldSpaceDepth(in v2f i) { float4 clip_pos = mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.0)); return clip_pos.z / clip_pos.w; } fixed4 light(v2f i, Texture2D albedo_map, Texture2D normal_map, float normal_str, Texture2D metallic_map, Texture2D smoothness_map, float invert_smoothness, Texture2D emission_mask, float3 emission_color, out float depth) { initNormal(i); depth = getWorldSpaceDepth(i); float2 iddx = ddx(i.uv.x); float2 iddy = ddy(i.uv.y); fixed4 albedo = albedo_map.SampleGrad(linear_repeat_sampler, i.uv.xy, iddx, iddy); fixed3 normal = UnpackScaleNormal( normal_map.SampleGrad(linear_repeat_sampler, i.uv.xy, iddx, iddy), normal_str); // Swap Y and Z normal = normal.xzy; float3 view_dir = normalize(_WorldSpaceCameraPos - i.worldPos); float metallic = metallic_map.SampleGrad(linear_repeat_sampler, i.uv.xy, iddx, iddy); float3 specular_tint; float one_minus_reflectivity; albedo.rgb = DiffuseAndSpecularFromMetallic( albedo, metallic, specular_tint, one_minus_reflectivity); UnityIndirect indirect_light; indirect_light.diffuse = 0; indirect_light.specular = 0; float smoothness = smoothness_map.SampleGrad(linear_repeat_sampler, i.uv.xy, iddx, iddy); if (invert_smoothness) { smoothness = 1 - smoothness; } fixed3 emission = emission_mask.SampleGrad(linear_repeat_sampler, i.uv.xy, iddx, iddy); fixed3 pbr = UNITY_BRDF_PBS(albedo, specular_tint, one_minus_reflectivity, smoothness, i.normal, view_dir, GetLight(i), GetIndirect(i, view_dir, smoothness)).rgb; pbr.rgb += emission; return fixed4(pbr, albedo.a); } fixed4 light(v2f i, fixed4 unlit, out float depth) { depth = getWorldSpaceDepth(i); // Get color in spherical harmonics fixed3 albedo = unlit.rgb; float3 view_dir = normalize(_WorldSpaceCameraPos - i.worldPos); float3 specular_tint; float one_minus_reflectivity; albedo = DiffuseAndSpecularFromMetallic( albedo, Metallic, specular_tint, one_minus_reflectivity); UnityIndirect indirect_light; indirect_light.diffuse = 0; indirect_light.specular = 0; fixed3 pbr = UNITY_BRDF_PBS(albedo, specular_tint, one_minus_reflectivity, Smoothness, i.normal, view_dir, GetLight(i), GetIndirect(i, view_dir, Smoothness)).rgb; pbr = lerp(pbr.rgb, unlit.rgb, Emissive); return fixed4(pbr, unlit.a); } bool f3ltf3(fixed3 a, fixed3 b) { return a[0] < b[0] && a[1] < b[1] && a[2] < b[2]; } // Generate a random number on [0, 1]. float prng(float2 p) { return frac(sin(dot(p, float2(561.0, 885.0))) * 776.2) / 2.0; } fixed4 frag(v2f i, out float depth : SV_DepthLessEqual) : SV_Target { float2 uv = i.uv.zw; depth = -1000.0; // Fix text orientation uv.y = 0.5 - uv.y; uv.x = 1.0 - uv.x; uv.y *= 2; // Text box has 2:1 aspect ratio // Derived from github.com/pema99/shader-knowledge (MIT license). if (unity_CameraProjection[2][0] != 0.0 || unity_CameraProjection[2][1] != 0.0) { uv.x = 1.0 - uv.x; } float2 uv_margin = float2(Margin_Scale, Margin_Scale * 2) / 2; if (Render_Margin) { if (Margin_Rounding_Scale > 0.0) { if (InMarginRounding(uv, uv_margin, Margin_Rounding_Scale, /*interior=*/true)) { return light(i, margin_effect(i), depth); } if (InMarginRounding(uv, uv_margin, Margin_Rounding_Scale, /*interior=*/false)) { return fixed4(0, 0, 0, 0); } } if (InMargin(uv, uv_margin)) { if (InSpeechIndicator(uv, uv_margin)) { if (floor(_TaSTT_Indicator_0) == 1.0) { // Actively speaking return light(i, float3tofixed4(TaSTT_Indicator_Color_2, 1.0), depth); } else if (floor(_TaSTT_Indicator_1) == 1.0) { // Done speaking, waiting for paging. return light(i, float3tofixed4(TaSTT_Indicator_Color_1, 1.0), depth); } else { // Neither speaking nor paging. return light(i, float3tofixed4(TaSTT_Indicator_Color_0, 1.0), depth); } } if (Render_Margin) { return light(i, margin_effect(i), depth); } } } uv_margin *= 4; float2 uv_with_margin = AddMarginToUV(uv, uv_margin); fixed4 text = fixed4(0, 0, 0, 0); bool discard_text = false; uint letter = GetLetterParameter(uv_with_margin); float texture_cols; float texture_rows; float2 letter_uv; bool is_emote = false; if (letter < 0xE000) { letter_uv = GetLetter(uv_with_margin, letter % 0x2000, TEXTURE_NCOLS, TEXTURE_NROWS, BOARD_NCOLS, BOARD_NROWS, /*margin=*/0.02); } else { is_emote = true; texture_cols = 16.0; texture_rows = 8.0; // This will need to be updated if we create multiple emote textures. letter_uv = GetLetter(uv_with_margin, letter % 0x2000, texture_cols, texture_rows, BOARD_NCOLS, BOARD_NROWS, /*margin=*/0); } if (letter_uv.x == -1 && letter_uv.y == -1) { discard_text = true; } // We use ddx/ddy to get the correct mipmaps of the font textures. This // confers 2 main benefits: // 1. We don't use as much VRAM for distant players. // 2. Glyphs anti-alias much more nicely. const float iddx = ddx(letter_uv.x); const float iddy = ddy(letter_uv.y); if (Enable_Dithering && !is_emote) { // Add noise to UV. // Here, iddx and iddy tell us how big the current UV cell is with respect to // screen space (i.e. how many pixels wide it is). float noise = frac(prng(letter_uv) + _Time[0]); letter_uv.x += (noise - 0.5) * iddx / 4.0; letter_uv.y += (noise - 0.5) * iddy / 4.0; } int which_texture = (int) floor(letter / (uint) (64 * 128)); [forcecase] switch (which_texture) { case 0: // Divide iddx, iddy by 2.0 to remain on a higher-detail mip level for // longer. text += _Font_0x0000_0x1FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 1: text += _Font_0x2000_0x3FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 2: text += _Font_0x4000_0x5FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 3: text += _Font_0x6000_0x7FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 4: text += _Font_0x8000_0x9FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 5: text += _Font_0xA000_0xBFFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 6: text += _Font_0xC000_0xDFFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 7: text += _Img_0xE000_0xE03F.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; default: // Return some distinctive pattern that will look like a bug. depth = getWorldSpaceDepth(i); return fixed4(1, 0, _SinTime[0], 1); } // The edges of each letter cell can be slightly grey due to mip maps. // Detect this and shade it as the background. fixed3 grey = 0.5; if (f3ltf3(text.rgb, grey) || discard_text || is_emote) { fixed4 bg; if (BG_Enable) { bg = light(i, BG_BaseColor, BG_NormalMap, BG_NormalStrength, BG_Metallic, BG_Smoothness, BG_Smoothness_Invert, BG_Emission_Mask, BG_Emission_Color, depth); } else { bg = light(i, Background_Color, depth); } // Hack: If alpha (text.w) is less than 0.5, don't render it. This // eliminates outlines around simple emotes with transparent backgrounds. if (is_emote && text.w > 0.5) { // Use emote alpha to mix emote color with background color (compositing). text.rgb = lerp(bg.rgb, text.rgb, text.w); bg = light(i, fixed4(text.rgb, 1.0), depth); } return bg; } else { return light(i, Text_Color, depth); } } #endif // TASTT_LIGHTING