yum-archive/Tooner
A toon shader for Unity's BIRP.
git clone https://git.yummers.dev/yum-archive/Tooner
07b1aca
master
1#include "interpolators.cginc" 2#include "globals.cginc" 3#include "math.cginc" 4 5#ifndef __CLONES_INC 6#define __CLONES_INC 7 8#if defined(_CLONES) 9 10void rotate_triangle(inout v2f tri_in[3], const float pid_rand, const float phase) 11{ 12 if (phase < 1E-6) { 13 return; 14 } 15 16 float3 avg_pos = (tri_in[0].worldPos + tri_in[1].worldPos + tri_in[2].worldPos) * .33333333; 17 tri_in[0].worldPos -= avg_pos; 18 tri_in[1].worldPos -= avg_pos; 19 tri_in[2].worldPos -= avg_pos; 20 21 if (phase > 1E-6) { 22 float theta = phase * 3.14159 * 4 + phase * (sin(_Time[1] * (1 + pid_rand) * 0.5 + pid_rand) + cos(_Time[1] * (1 + pid_rand) * .16393442 + pid_rand) * 2) * pid_rand * 2; 23 float3 axis = normalize(float3( 24 rand((int) ((tri_in[0].uv0.x + tri_in[0].uv0.y + pid_rand) * 1E9)) * 2 - 1, 25 rand((int) ((tri_in[1].uv0.x + tri_in[1].uv0.y + pid_rand) * 1E9)) * 2 - 1, 26 rand((int) ((tri_in[2].uv0.x + tri_in[2].uv0.y + pid_rand) * 1E9)) * 2 - 1)); 27 float4 quat = get_quaternion(axis, theta); 28 tri_in[0].worldPos = rotate_vector(tri_in[0].worldPos, quat); 29 tri_in[1].worldPos = rotate_vector(tri_in[1].worldPos, quat); 30 tri_in[2].worldPos = rotate_vector(tri_in[2].worldPos, quat); 31 } 32 33 tri_in[0].worldPos *= _Clones_Scale.xyz; 34 tri_in[1].worldPos *= _Clones_Scale.xyz; 35 tri_in[2].worldPos *= _Clones_Scale.xyz; 36 37 tri_in[0].worldPos += avg_pos; 38 tri_in[1].worldPos += avg_pos; 39 tri_in[2].worldPos += avg_pos; 40 41 float3 v0_objPos = mul(unity_WorldToObject, float4(tri_in[0].worldPos, 1)); 42 float3 v1_objPos = mul(unity_WorldToObject, float4(tri_in[1].worldPos, 1)); 43 float3 v2_objPos = mul(unity_WorldToObject, float4(tri_in[2].worldPos, 1)); 44 45 // Perf hack: Normal gets normalized in fragment shader anyway xdd 46 // TODO add a toggle to normalize in fragment or not; and use it to gate this 47 // optimization. 48 float3 n = cross(tri_in[1].worldPos - tri_in[0].worldPos, tri_in[2].worldPos - tri_in[0].worldPos); 49 tri_in[0].normal = n; 50 tri_in[1].normal = n; 51 tri_in[2].normal = n; 52 53 tri_in[0].pos = UnityObjectToClipPos(v0_objPos); 54 tri_in[1].pos = UnityObjectToClipPos(v1_objPos); 55 tri_in[2].pos = UnityObjectToClipPos(v2_objPos); 56 57 tri_in[0].objPos = v0_objPos; 58 tri_in[1].objPos = v1_objPos; 59 tri_in[2].objPos = v2_objPos; 60} 61 62void add_clones(in v2f clone_verts[3], inout TriangleStream<v2f> tri_out, 63 float pid_rand, float explode_phase) 64{ 65 if (_Clones_dx < 1E-6 && 66 _Clones_dy < 1E-6 && 67 _Clones_dz < 1E-6) { 68 return; 69 } 70 71#if 0 72 float factor = _Tess_Factor; 73 if (_Clones_Dist_Cutoff > 0 && length(_WorldSpaceCameraPos - clone_verts[0].worldPos) > _Clones_Dist_Cutoff) { 74 factor = 1; 75 } 76#endif 77 78 uint n_clones = (uint) round(_Clones_Count); 79 for (uint i = 0; i < (uint) n_clones; i++) { 80 v2f mod_verts[3] = clone_verts; 81 float3 offset = i; 82 offset = ((offset % 2) * 2 - 1) * (((offset) * 0.5) + 1) * 83 float3(_Clones_dx, _Clones_dy, _Clones_dz); 84 for (uint j = 0; j < 3; j++) { 85#if 0 86 float3 objPos = mul(unity_WorldToObject, float4(mod_verts[j].worldPos, 1)).xyz; 87 objPos += offset; 88 mod_verts[j].worldPos = mul(unity_ObjectToWorld, float4(objPos, 1)).xyz; 89#else 90 mod_verts[j].worldPos += offset; 91#endif 92 } 93#if 1 94 rotate_triangle(mod_verts, rand(pid_rand+i), /*phase=*/1); 95#else 96 mod_verts[0].objPos = mul(unity_WorldToObject, float4(mod_verts[0].worldPos, 1)); 97 mod_verts[1].objPos = mul(unity_WorldToObject, float4(mod_verts[1].worldPos, 1)); 98 mod_verts[2].objPos = mul(unity_WorldToObject, float4(mod_verts[2].worldPos, 1)); 99 mod_verts[0].pos = UnityObjectToClipPos(mod_verts[0].objPos); 100 mod_verts[1].pos = UnityObjectToClipPos(mod_verts[1].objPos); 101 mod_verts[2].pos = UnityObjectToClipPos(mod_verts[2].objPos); 102#endif 103 tri_out.Append(mod_verts[0]); 104 tri_out.Append(mod_verts[1]); 105 tri_out.Append(mod_verts[2]); 106 tri_out.RestartStrip(); 107 } 108} 109 110#endif // _CLONES 111#endif // __CLONES_INC 112