yum-archive/Tooner
A toon shader for Unity's BIRP.
git clone https://git.yummers.dev/yum-archive/Tooner
e51760a
master
1#ifndef __POI_INC 2#define __POI_INC 3 4/* 5MIT License 6 7Copyright (c) 2023 Poiyomi Inc. 8 9Permission is hereby granted, free of charge, to any person obtaining a copy 10of this software and associated documentation files (the "Software"), to deal 11in the Software without restriction, including without limitation the rights 12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13copies of the Software, and to permit persons to whom the Software is 14furnished to do so, subject to the following conditions: 15 16The above copyright notice and this permission notice shall be included in all 17copies or substantial portions of the Software. 18 19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 25SOFTWARE. 26*/ 27 28static const float Epsilon = 1e-10; 29float3 RGBtoHCV(in float3 RGB) 30{ 31 // Based on work by Sam Hocevar and Emil Persson 32 float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0); 33 float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx); 34 float C = Q.x - min(Q.w, Q.y); 35 float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); 36 return float3(H, C, Q.x); 37} 38 39float3 RGBtoHSV(in float3 RGB) 40{ 41 float3 HCV = RGBtoHCV(RGB); 42 float S = HCV.y / (HCV.z + Epsilon); 43 return float3(HCV.x, S, HCV.z); 44} 45 46float3 HUEtoRGB(in float H) 47{ 48 float R = abs(H * 6 - 3) - 1; 49 float G = 2 - abs(H * 6 - 2); 50 float B = 2 - abs(H * 6 - 4); 51 return saturate(float3(R, G, B)); 52} 53 54float3 HSVtoRGB(in float3 HSV) 55{ 56 float3 RGB = HUEtoRGB(HSV.x); 57 return ((RGB - 1) * HSV.y + 1) * HSV.z; 58} 59 60float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n) 61{ 62 // average energy 63 float R0 = max(0, L0); 64 65 // avg direction of incoming light 66 float3 R1 = 0.5f * L1; 67 68 // directional brightness 69 float lenR1 = length(R1); 70 71 // linear angle between normal and direction 0-1 72 //float q = 0.5f * (1.0f + dot(R1 / lenR1, n)); 73 //float q = dot(R1 / lenR1, n) * 0.5 + 0.5; 74 float q = dot(normalize(R1), n) * 0.5 + 0.5; 75 q = saturate(q); // Thanks to ScruffyRuffles for the bug identity. 76 77 // power for q 78 // lerps from 1 (linear) to 3 (cubic) based on directionality 79 float p = 1.0f + 2.0f * lenR1 / R0; 80 81 // dynamic range constant 82 // should vary between 4 (highly directional) and 0 (ambient) 83 float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); 84 85 return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)); 86} 87 88half3 BetterSH9(half4 normal) 89{ 90 float3 indirect; 91 float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0; 92 indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz); 93 indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz); 94 indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz); 95 indirect = max(0, indirect); 96 indirect += SHEvalLinearL2(normal); 97 return indirect; 98} 99 100float calculateluminance(float3 color) 101{ 102 return color.r * 0.299 + color.g * 0.587 + color.b * 0.114; 103} 104 105float3 getPoiLightingDirect(float3 normal) { 106 float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0); 107 float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1)); 108 109 float magiLumi = calculateluminance(magic); 110 float normaLumi = calculateluminance(normalLight); 111 float maginormalumi = magiLumi + normaLumi; 112 113 float magiratio = magiLumi / maginormalumi; 114 float normaRatio = normaLumi / maginormalumi; 115 116 float target = calculateluminance(magic * magiratio + normalLight * normaRatio); 117 float3 properLightColor = magic + normalLight; 118 float properLuminance = calculateluminance(magic + normalLight); 119 return properLightColor * max(0.0001, (target / properLuminance)); 120} 121 122float3 getPoiLightingIndirect() { 123 return BetterSH9(float4(0, 0, 0, 1)); 124} 125 126inline half Dither8x8Bayer(int x, int y) 127{ 128 // Premultiplied by 1/64 129 const half dither[ 64 ] = { 130 0.015625, 0.765625, 0.203125, 0.953125, 0.06250, 0.81250, 0.25000, 1.00000, 131 0.515625, 0.265625, 0.703125, 0.453125, 0.56250, 0.31250, 0.75000, 0.50000, 132 0.140625, 0.890625, 0.078125, 0.828125, 0.18750, 0.93750, 0.12500, 0.87500, 133 0.640625, 0.390625, 0.578125, 0.328125, 0.68750, 0.43750, 0.62500, 0.37500, 134 0.046875, 0.796875, 0.234375, 0.984375, 0.03125, 0.78125, 0.21875, 0.96875, 135 0.546875, 0.296875, 0.734375, 0.484375, 0.53125, 0.28125, 0.71875, 0.46875, 136 0.171875, 0.921875, 0.109375, 0.859375, 0.15625, 0.90625, 0.09375, 0.84375, 137 0.671875, 0.421875, 0.609375, 0.359375, 0.65625, 0.40625, 0.59375, 0.34375 138 }; 139 int r = y * 8 + x; 140 return dither[r]; 141} 142 143half calcDither(half2 grabPos) 144{ 145 return Dither8x8Bayer(glsl_mod(grabPos.x, 8), glsl_mod(grabPos.y, 8)); 146} 147 148 149#endif // __POI_INC