#include "UnityCG.cginc" #include "atrix256.cginc" #include "gerstner.cginc" #include "trochoid_math.cginc" #ifndef __MOCHIE_SHADOW_CASTER_INC #define __MOCHIE_SHADOW_CASTER_INC // Source: https://github.com/cnlohr/shadertrixx?tab=readme-ov-file#shadowcasting // MIT License // // NOTE: Much content here is originally from others. Content in third party // folder may not be fully MIT-licensable. // // Copyright (c) 2021 cnlohr, et. al. // // All other content in this repository falls under the following terms: // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #pragma multi_compile_instancing #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "globals.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float3 worldPos : TEXCOORD1; float2 screenPos : TEXCOORD2; }; v2f vert (appdata v){ #if defined(_DISCARD) if (_Discard_Enable_Dynamic) { return (v2f) (0.0 / 0.0); } #endif #if defined(_TROCHOID) { v.vertex.xyz = cyl2_to_troch_map(cyl_to_cyl2_map(cart_to_cyl_map(v.vertex.xyz))); } #endif #if !defined(_SCROLL) && defined(_GIMMICK_GERSTNER_WATER) { GerstnerParams p = getGerstnerParams(); v.vertex.xyz = gerstner_vert(v.vertex.xyz, p); } #endif #if defined(_GIMMICK_FOG_00) { float3 ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); float3 rd = normalize(ro - v.vertex.xyz); v.vertex.xyz = ro + rd * _Gimmick_Fog_00_Radius; } #endif v2f o = (v2f)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) o.uv = v.uv; o.worldPos = mul(unity_ObjectToWorld, v.vertex); float2 suv = o.pos * float2(0.5, 0.5 * _ProjectionParams.x); o.screenPos = TransformStereoScreenSpaceTex(suv + 0.5 * o.pos.w, o.pos.w); return o; } float4 frag (v2f i) : SV_Target { ToonerData tdata; { float3 full_vec_eye_to_geometry = i.worldPos - _WorldSpaceCameraPos; float3 world_dir = normalize(i.worldPos - _WorldSpaceCameraPos); float perspective_divide = 1.0 / i.pos.w; float perspective_factor = length(full_vec_eye_to_geometry * perspective_divide); tdata.screen_uv = i.screenPos.xy * perspective_divide; tdata.screen_uv_round = floor(tdata.screen_uv * _ScreenParams.xy); } #if defined(_BASECOLOR_MAP) float4 albedo = _MainTex.SampleBias(linear_repeat_s, i.uv, _Global_Sample_Bias); albedo *= _Color; #else float4 albedo = _Color; #endif // _BASECOLOR_MAP #if defined(_RENDERING_CUTOUT) #if defined(_RENDERING_CUTOUT_STOCHASTIC) float ar = rand2(i.uv0); clip(albedo.a - ar); #elif defined(_RENDERING_CUTOUT_IGN) float ar = ign_anim( floor(tdata.screen_uv_round * _Rendering_Cutout_Noise_Scale) + _Rendering_Cutout_Ign_Seed, floor(_Frame_Counter), _Rendering_Cutout_Ign_Speed); clip(albedo.a - ar); #elif defined(_RENDERING_CUTOUT_NOISE_MASK) float ar = _Rendering_Cutout_Noise_Mask.SampleLevel(point_repeat_s, tdata.screen_uv * _ScreenParams.xy * _Rendering_Cutout_Noise_Mask_TexelSize.xy, 0); clip(albedo.a - ar); #else clip(albedo.a - _Alpha_Cutoff); #endif albedo.a = 1; #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return 0; } #endif // __MOCHIE_SHADOW_CASTER_INC