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132 lines
3.9 KiB
132 lines
3.9 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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///
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/// Reference: Praun E, Hoppe H, Webb M, et al. Real-time hatching[C]
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/// Proceedings of the 28th annual conference on Computer graphics and interactive techniques. ACM, 2001: 581.
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///
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Shader "Unity Shaders Book/Chapter 14/Hatching" {
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Properties {
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_TileFactor ("Tile Factor", Float) = 1
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_Outline ("Outline", Range(0, 1)) = 0.1
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_Hatch0 ("Hatch 0", 2D) = "white" {}
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_Hatch1 ("Hatch 1", 2D) = "white" {}
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_Hatch2 ("Hatch 2", 2D) = "white" {}
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_Hatch3 ("Hatch 3", 2D) = "white" {}
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_Hatch4 ("Hatch 4", 2D) = "white" {}
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_Hatch5 ("Hatch 5", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry"}
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UsePass "Unity Shaders Book/Chapter 14/Toon Shading/OUTLINE"
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Pass {
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#include "UnityShaderVariables.cginc"
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fixed4 _Color;
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float _TileFactor;
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sampler2D _Hatch0;
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sampler2D _Hatch1;
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sampler2D _Hatch2;
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sampler2D _Hatch3;
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sampler2D _Hatch4;
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sampler2D _Hatch5;
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struct a2v {
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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fixed3 hatchWeights0 : TEXCOORD1;
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fixed3 hatchWeights1 : TEXCOORD2;
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float3 worldPos : TEXCOORD3;
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SHADOW_COORDS(4)
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy * _TileFactor;
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fixed3 worldLightDir = normalize(WorldSpaceLightDir(v.vertex));
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
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fixed diff = max(0, dot(worldLightDir, worldNormal));
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o.hatchWeights0 = fixed3(0, 0, 0);
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o.hatchWeights1 = fixed3(0, 0, 0);
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float hatchFactor = diff * 7.0;
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if (hatchFactor > 6.0) {
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// Pure white, do nothing
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} else if (hatchFactor > 5.0) {
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o.hatchWeights0.x = hatchFactor - 5.0;
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} else if (hatchFactor > 4.0) {
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o.hatchWeights0.x = hatchFactor - 4.0;
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o.hatchWeights0.y = 1.0 - o.hatchWeights0.x;
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} else if (hatchFactor > 3.0) {
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o.hatchWeights0.y = hatchFactor - 3.0;
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o.hatchWeights0.z = 1.0 - o.hatchWeights0.y;
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} else if (hatchFactor > 2.0) {
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o.hatchWeights0.z = hatchFactor - 2.0;
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o.hatchWeights1.x = 1.0 - o.hatchWeights0.z;
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} else if (hatchFactor > 1.0) {
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o.hatchWeights1.x = hatchFactor - 1.0;
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o.hatchWeights1.y = 1.0 - o.hatchWeights1.x;
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} else {
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o.hatchWeights1.y = hatchFactor;
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o.hatchWeights1.z = 1.0 - o.hatchWeights1.y;
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}
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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TRANSFER_SHADOW(o);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 hatchTex0 = tex2D(_Hatch0, i.uv) * i.hatchWeights0.x;
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fixed4 hatchTex1 = tex2D(_Hatch1, i.uv) * i.hatchWeights0.y;
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fixed4 hatchTex2 = tex2D(_Hatch2, i.uv) * i.hatchWeights0.z;
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fixed4 hatchTex3 = tex2D(_Hatch3, i.uv) * i.hatchWeights1.x;
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fixed4 hatchTex4 = tex2D(_Hatch4, i.uv) * i.hatchWeights1.y;
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fixed4 hatchTex5 = tex2D(_Hatch5, i.uv) * i.hatchWeights1.z;
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fixed4 whiteColor = fixed4(1, 1, 1, 1) * (1 - i.hatchWeights0.x - i.hatchWeights0.y - i.hatchWeights0.z -
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i.hatchWeights1.x - i.hatchWeights1.y - i.hatchWeights1.z);
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fixed4 hatchColor = hatchTex0 + hatchTex1 + hatchTex2 + hatchTex3 + hatchTex4 + hatchTex5 + whiteColor;
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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return fixed4(hatchColor.rgb * _Color.rgb * atten, 1.0);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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