yum-archive/2ner
A toon shader for Unity's BIRP.
git clone https://git.yummers.dev/yum-archive/2ner
f478606
master
1#ifndef LTCGI_SHADOWMAP_INCLUDED 2#define LTCGI_SHADOWMAP_INCLUDED 3 4// Adapted from: https://gitlab.com/s-ilent/filamented 5// Licensed under the terms of the Apache License 2.0 6// Full text: https://gitlab.com/s-ilent/filamented/-/blob/master/LICENSE 7// 8// Conforming to the terms of the above license, this file is redistributed 9// under the terms of the MIT license as part of the LTCGI shader package, 10// provided this notice is kept. 11 12#ifndef SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER 13 14float4 LTCGI_cubic(float v) 15{ 16 float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; 17 float4 s = n * n * n; 18 float x = s.x; 19 float y = s.y - 4.0 * s.x; 20 float z = s.z - 4.0 * s.y + 6.0 * s.x; 21 float w = 6.0 - x - y - z; 22 return float4(x, y, z, w); 23} 24 25// Unity's SampleTexture2DBicubic doesn't exist in 2018, which is our target here. 26// So this is a similar function with tweaks to have similar semantics. 27 28float4 LTCGI_SampleTexture2DBicubicFilter(Texture2D tex, SamplerState smp, float2 coord, float4 texSize, bool lightmap = false) 29{ 30 coord = coord * texSize.xy - 0.5; 31 float fx = frac(coord.x); 32 float fy = frac(coord.y); 33 coord.x -= fx; 34 coord.y -= fy; 35 36 float4 xcubic = LTCGI_cubic(fx); 37 float4 ycubic = LTCGI_cubic(fy); 38 39 float4 c = float4(coord.x - 0.5, coord.x + 1.5, coord.y - 0.5, coord.y + 1.5); 40 float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); 41 float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; 42 43 float4 sample0 = tex.Sample(smp, float2(offset.x, offset.z) * texSize.zw); 44 float4 sample1 = tex.Sample(smp, float2(offset.y, offset.z) * texSize.zw); 45 float4 sample2 = tex.Sample(smp, float2(offset.x, offset.w) * texSize.zw); 46 float4 sample3 = tex.Sample(smp, float2(offset.y, offset.w) * texSize.zw); 47 48 if (lightmap) { 49 sample0 = float4(DecodeLightmap(sample0), 1.0); 50 sample1 = float4(DecodeLightmap(sample1), 1.0); 51 sample2 = float4(DecodeLightmap(sample2), 1.0); 52 sample3 = float4(DecodeLightmap(sample3), 1.0); 53 } 54 55 float sx = s.x / (s.x + s.y); 56 float sy = s.z / (s.z + s.w); 57 58 return lerp( 59 lerp(sample3, sample2, sx), 60 lerp(sample1, sample0, sx), sy); 61} 62 63float4 LTCGI_SampleShadowmap(float2 lmuv) 64{ 65 #ifdef LTCGI_ALWAYS_LTC_DIFFUSE 66 return 1; 67 #else 68 lmuv = lmuv * _Udon_LTCGI_LightmapST.xy + _Udon_LTCGI_LightmapST.zw; 69 70 #ifdef LTCGI_BICUBIC_LIGHTMAP 71 float width, height; 72 _Udon_LTCGI_Lightmap.GetDimensions(width, height); 73 74 float4 _Udon_LTCGI_Lightmap_TexelSize = float4(width, height, 1.0/width, 1.0/height); 75 76 return LTCGI_SampleTexture2DBicubicFilter( 77 _Udon_LTCGI_Lightmap, LTCGI_SAMPLER, 78 lmuv, _Udon_LTCGI_Lightmap_TexelSize, 79 true 80 ); 81 #else 82 fixed4 sample = _Udon_LTCGI_Lightmap.Sample(LTCGI_SAMPLER, lmuv); 83 return float4(DecodeLightmap(sample), 1.0); 84 #endif 85 #endif 86} 87 88#else 89// surface shader analysis stub 90float4 LTCGI_SampleShadowmap(float2 lmuv) { return 1; } 91#endif 92 93#endif