yum-archive/Tooner

A toon shader for Unity's BIRP.

git clone https://git.yummers.dev/yum-archive/Tooner

yumUpdate cloning07b1aca

master
3.8 KiB112 linesraw
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