From 6a14cc1df9e15a954beedeed13ab9e5bed76a7c2 Mon Sep 17 00:00:00 2001 From: JasonMa233 <1312119064@qq.com> Date: Sat, 18 Dec 2021 03:13:57 +0800 Subject: [PATCH] add Ray Tracing Translucent Shadow https://www.bilibili.com/video/BV1aa411k7pU/ --- Assets/Art_Test/Material/New Material.mat | 251 -- Assets/Art_Test/Material/Shadow.mat | 598 ++++ Assets/Art_Test/Material/Shadow.mat.meta | 8 + Assets/Art_Test/Material/TransTest 1.mat | 795 +++++ Assets/Art_Test/Material/TransTest 1.mat.meta | 8 + Assets/Art_Test/Material/TransTest.mat | 775 ++++ ...w Material.mat.meta => TransTest.mat.meta} | 0 Assets/JTRP/Editor/GUI/WaterGUI.cs.meta | 11 - .../DoubleShadeWithFeatherMainLight.hlsl | 4 +- .../DoubleShadeWithFeatherOtherLight.hlsl | 4 +- .../Runtime/Shaders/HDRPToon.shader | 224 +- .../Shaders/ShadingGrademapMainLight.hlsl | 4 +- .../Shaders/ShadingGrademapOtherLight.hlsl | 4 +- .../Runtime/Shaders/UtsLightLoop.hlsl | 4 +- Assets/Scene/test_toon.unity | 3115 ++--------------- Packages/manifest.json | 6 +- Packages/packages-lock.json | 34 +- ProjectSettings/AutoStreamingSettings.asset | 21 + ProjectSettings/ProjectVersion.txt | 4 +- 19 files changed, 2713 insertions(+), 3157 deletions(-) delete mode 100644 Assets/Art_Test/Material/New Material.mat create mode 100644 Assets/Art_Test/Material/Shadow.mat create mode 100644 Assets/Art_Test/Material/Shadow.mat.meta create mode 100644 Assets/Art_Test/Material/TransTest 1.mat create mode 100644 Assets/Art_Test/Material/TransTest 1.mat.meta create mode 100644 Assets/Art_Test/Material/TransTest.mat rename Assets/Art_Test/Material/{New Material.mat.meta => TransTest.mat.meta} (100%) delete mode 100644 Assets/JTRP/Editor/GUI/WaterGUI.cs.meta create mode 100644 ProjectSettings/AutoStreamingSettings.asset diff --git a/Assets/Art_Test/Material/New Material.mat b/Assets/Art_Test/Material/New Material.mat deleted file mode 100644 index 7f2eefae..00000000 --- a/Assets/Art_Test/Material/New Material.mat +++ /dev/null @@ -1,251 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - 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_MaskGloss: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MaskMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MaskReflection: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MaskSelfLit: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MaskTransparency: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MatCap_Sampler: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _NormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _NormalMapForMatCap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _NormalMapOS: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ONormMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OutlineTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OutlineWidthControl: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Outline_Sampler: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Outline_Width_Ramp: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _PTexture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SSRimMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SSRimWidthRamp: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SecondaryCutout: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Set_1st_ShadePosition: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Set_2nd_ShadePosition: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Set_HighColorMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Set_MatcapMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Set_RimLightMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ShadingGradeMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ShadowColorRamp: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ShadowColorTexture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ShadowT: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SpecularColorMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SubsurfaceMaskMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TangentDirMap: + m_Texture: {fileID: 2800000, guid: 7c6ec8ed07e995841aeb5e1629064081, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TangentMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TangentMapOS: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ThicknessMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TransmittanceColorMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _1st2nd_Shades_Feather: 0.0001 + - _1st_ShadeColor_Feather: 0.0001 + - _1st_ShadeColor_Step: 0.5 + - _2nd_ShadeColor_Feather: 0.0001 + - _2nd_ShadeColor_Step: 0 + - _ALIntensity: 0 + - _ALTuFo: 20 + - _AORemapMax: 1 + - _AORemapMin: 0 + - _ARSampler_AlphaOn: 0 + - _AR_OffsetU: 0 + - _AR_OffsetV: 0.3 + - _ATDistance: 1 + - _AddPrecomputedVelocity: 0 + - _Add_Antipodean_RimLight: 0 + - _AlbedoAffectEmissive: 0 + - _AlphaBasedCutout: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _AlphaCutoffPostpass: 0.5 + - _AlphaCutoffPrepass: 0.5 + - _AlphaCutoffShadow: 0.5 + - _AlphaDstBlend: 0 + - _AlphaSrcBlend: 1 + - _AngelRing: 0 + - _AngelRingOverridden: 0 + - _AngelRingVisible: 1 + - _Anisotropy: 0 + - _AntiPerspectiveIntensity: 0 + - _Ap_RimLight_FeatherOff: 0 + - _Ap_RimLight_Power: 0.1 + - _AutoRenderQueue: 1 + - _BaseColorOverridden: 0 + - _BaseColorVisible: 1 + - _BaseColor_Step: 0.5 + - _BaseShade_Feather: 0.0001 + - _Base_Speed: 0 + - _BlendMode: 0 + - _BlurLevelMatcap: 0 + - _BlurLevelSGM: 0 + - _BumpScale: 1 + - _BumpScaleMatcap: 1 + - _CameraRolling_Stabilizer: 0 + - _ClippingMode: 1 + - _Clipping_Level: 0 + - _CoatMask: 0 + - _ColorShift_Speed: 0 + - _ComposerMaskMode: 0 + - _CullMode: 2 + - _CullModeForward: 2 + - _Culling: 2 + - _CustomLightDirectionFollowObjectRotation: 0 + - _CustomLightDirectionIntensity: 0 + - _Cutoff: 0.5 + - _Cutout: 0 + - _DepthOffsetEnable: 0 + - _DetailAlbedoScale: 1 + - _DetailNormalScale: 1 + - _DetailSmoothnessScale: 1 + - _DiffusionProfile: 0 + - _DiffusionProfileHash: 0 + - _DirectionalLightIntensity: 0 + - _DisplacementLockObjectScale: 1 + - _DisplacementLockTilingScale: 1 + - _DisplacementMode: 0 + - _DistortionBlendMode: 0 + - _DistortionBlurBlendMode: 0 + - _DistortionBlurDstBlend: 0 + - _DistortionBlurRemapMax: 1 + - _DistortionBlurRemapMin: 0 + - _DistortionBlurScale: 1 + - _DistortionBlurSrcBlend: 0 + - _DistortionDepthTest: 1 + - _DistortionDstBlend: 0 + - _DistortionEnable: 0 + - _DistortionScale: 1 + - _DistortionSrcBlend: 0 + - _DistortionVectorBias: -1 + - _DistortionVectorScale: 2 + - _DoubleSidedEnable: 0 + - _DoubleSidedNormalMode: 1 + - _DoubleSidedOutline: 1 + - _DstBlend: 0 + - _DynamicNoisyOutline: 0 + - _EMISSIVE: 0 + - _EmissiveColorMode: 1 + - _EmissiveExposureWeight: 1 + - _EmissiveIntensity: 1 + - _EmissiveIntensityUnit: 0 + - _EnableBlendModePreserveSpecularLighting: 1 + - _EnableFogOnTransparent: 1 + - _EnableGeometricSpecularAA: 0 + - _EnableHairHighLightRampUVCameraSpace: 0 + - _EnableRayTracingShadow: 0 + - _EnableSSRim: 0 + - _EnableShadowColorRamp: 0 + - _EnableTangentHighLight: 0 + - _EnableTextureTransparent: 0 + - _EnergyConservingSpecularColor: 1 + - _EnvironmentalLightingIntensity: 1 + - _FaceShadowBias: 0 + - _FarDistanceMaxWidth: 10 + - _Farthest_Distance: 100 + - _FirstShadeOverridden: 0 + - _FirstShadeVisible: 1 + - _GBuWriMas: 14 + - _GIFlatShade: 0 + - _GIShadeThreshold: 0 + - _GI_Intensity: 0 + - _GlossColorPower: 1 + - _GlossIntensity: 1 + - _GlossSoftness: 0 + - _GlossTextureFollowLight: 0 + - _GlossTextureFollowObjectRotation: 0 + - _GlossTextureRotate: 0 + - _GlossTextureSoftness: 0 + - _Glossiness: 0.6 + - _GradientRampIntensity: 0 + - _HairHighLightIntensityInShadow: 0.5 + - _HairShadowBias: 0 + - _HairShadowRampMaxDistance: 10 + - _HairShadowWidth: 1 + - _HairZOffset: 0 + - _HeightAmplitude: 0.02 + - _HeightCenter: 0.5 + - _HeightMapParametrization: 0 + - _HeightMax: 1 + - _HeightMin: -1 + - _HeightOffset: 0 + - _HeightPoMAmplitude: 2 + - _HeightTessAmplitude: 2 + - _HeightTessCenter: 0.5 + - _HighColor_Power: 0 + - _HighLightMaskGradientScale: 0 + - _HighLightMaskIntensity: 0 + - _HighLightMaskMapUV2: 1 + - _HighLightMaskOffsetIntensity: 0 + - _HighLightMaskWidthIntensity: 0 + - _HighLightRimOffset: 0 + - _HighLightRimPower: 2 + - _HighLightRimThreshold: 0.93 + - _HighLightRimWidth: 0.06 + - _HighlightColorPower: 0.13 + - _HighlightOverridden: 0 + - _HighlightVisible: 1 + - _InvTilingScale: 1 + - _Inverse_Clipping: 0 + - _Inverse_MatcapMask: 0 + - _Inverse_Z_Axis_BLD: 1 + - _Ior: 1.5 + - _IridescenceMask: 1 + - _IridescenceThickness: 1 + - _IsBaseMapAlphaAsClippingMask: 1 + - _IsFace: 0 + - _IsHair: 0 + - _Is_BLD: 0 + - _Is_BakedNormal: 0 + - _Is_BlendAddToHiColor: 0 + - _Is_BlendAddToMatCap: 1 + - _Is_BlendBaseColor: 0 + - _Is_ColorShift: 0 + - _Is_Filter_HiCutPointLightColor: 1 + - _Is_Filter_LightColor: 0 + - _Is_LightColor_1st_Shade: 1 + - _Is_LightColor_2nd_Shade: 1 + - _Is_LightColor_AR: 1 + - _Is_LightColor_Ap_RimLight: 1 + - _Is_LightColor_Base: 1 + - _Is_LightColor_HighColor: 1 + - _Is_LightColor_MatCap: 1 + - _Is_LightColor_Outline: 1 + - _Is_LightColor_RimLight: 1 + - _Is_NormalMapForMatCap: 0 + - _Is_NormalMapToBase: 0 + - _Is_NormalMapToHighColor: 0 + - _Is_NormalMapToRimLight: 0 + - _Is_Ortho: 0 + - _Is_OutlineTex: 0 + - _Is_PingPong_Base: 0 + - _Is_SpecularToHighColor: 0 + - _Is_UseTweakHighColorOnShadow: 0 + - _Is_UseTweakMatCapOnShadow: 0 + - _Is_ViewCoord_Scroll: 0 + - _Is_ViewShift: 0 + - _LightAffectOutlineColor: 0 + - _LightAffectRimLightColor: 0 + - _LightAffectShadow: 0 + - _LightDirection_MaskOn: 0 + - _LightFalloffAffectShadowT: 0 + - _LightFalloffSoftness: 1 + - _LightIntensity: 1 + - _LinkDetailsWithBase: 1 + - _MCIALO: 0 + - _MCapIntensity: 1 + - _MVCOL: 0 + - _MVWriMas: 40 + - _MatCap: 0 + - _MaterialID: 1 + - _Metallic: 0 + - _MixMainTexToOutline: 0 + - _N_F_AL: 0 + - _N_F_ALSL: 0 + - _N_F_CA: 0 + - _N_F_CLD: 0 + - _N_F_CO: 0 + - _N_F_CS: 1 + - _N_F_DCS: 0 + - _N_F_ESSGI: 1 + - _N_F_ESSR: 1 + - _N_F_ESSS: 1 + - _N_F_FR: 0 + - _N_F_GLO: 0 + - _N_F_GLOT: 0 + - _N_F_HDLS: 0 + - _N_F_HPSAS: 0 + - _N_F_MC: 0 + - _N_F_NLASOBF: 0 + - _N_F_NM: 0 + - _N_F_O: 1 + - _N_F_O_NM: 0 + - _N_F_PAL: 1 + - _N_F_PT: 0 + - _N_F_R: 0 + - _N_F_RL: 0 + - _N_F_SCT: 0 + - _N_F_SL: 0 + - _N_F_SON: 0 + - _N_F_SS: 1 + - _N_F_ST: 0 + - _N_F_STIAL: 0 + - _N_F_STIS: 0 + - _Nearest_Distance: 0.5 + - _NoisyOutlineIntensity: 0 + - _NormalMapSpace: 0 + - _NormalScale: 1 + - _ONormMapInt: 1 + - _OUTLINE: 0 + - _Offset_X_Axis_BLD: -0.05 + - _Offset_Y_Axis_BLD: 0.09 + - _Offset_Z: 0 + - _Opacity: 1 + - _OutlineExtrudeMethod: 0 + - _OutlineOverridden: 0 + - _OutlineVisible: 1 + - _OutlineWidth: 0.5 + - _OutlineWidthAffectedByViewDistance: 0 + - _OutlineZPostionInCamera: 0 + - _Outline_Ramp_Max_Distance: 10 + - _Outline_Width: 0 + - _OverallShadowColorPower: 1 + - _PPDLodThreshold: 5 + - _PPDMaxSamples: 15 + - _PPDMinSamples: 5 + - _PPDPrimitiveLength: 1 + - _PPDPrimitiveWidth: 1 + - _PSGLOTEX: 0 + - _PTexturePower: 1 + - _PointSpotlightIntensity: 0 + - _RELG: 0 + - _RTGIShaFallo: 0 + - _ReceivesSSR: 1 + - _RecurRen: 0 + - _ReduSha: 0 + - _RefMetallic: 0 + - _ReflectionIntensity: 0 + - _RefractionModel: 0 + - _RimLigInt: 1 + - _RimLight: 0 + - _RimLightColorPower: 1 + - _RimLightInLight: 1 + - _RimLightOverridden: 0 + - _RimLightSoftness: 1 + - _RimLightUnfill: 1.5 + - _RimLightVisible: 1 + - _RimLight_FeatherOff: 0 + - _RimLight_InsideMask: 0.0001 + - _RimLight_Power: 0.1 + - _Rotate_EmissiveUV: 0 + - _Rotate_MatCapUV: 0 + - _Rotate_NormalMapForMatCapUV: 0 + - _SPECIN: 1 + - _SPECMODE: 0 + - _SPRDefaultUnlitColorMask: 15 + - _SRPDefaultUnlitColMode: 1 + - _SSRefDeOn: 8 + - _SSRefGBu: 10 + - _SSRefMoVe: 40 + - _SSRefractionProjectionModel: 0 + - _SSRimFeather: 1 + - _SSRimInShadow: 0.5 + - _SSRimIntensity: 1 + - _SSRimInvertLightDir: 0 + - _SSRimLength: 0 + - _SSRimRampMaxDistance: 10 + - _SSRimWidth: 1 + - _STIL: 0 + - _Saturation: 1 + - _Scroll_EmissiveU: 0 + - _Scroll_EmissiveV: 0 + - _SecondShadeOverridden: 0 + - _SecondShadeVisible: 1 + - _SelfLitHighContrast: 1 + - _SelfLitIntensity: 0 + - _SelfLitPower: 2 + - _SelfShadowAffectedByLightShadowStrength: 0 + - _SelfShadowHardness: 1 + - _SelfShadowRealTimeShadowColorPower: 1 + - _SelfShadowRealtimeShadowIntensity: 0.7 + - _SelfShadowShadowTAtViewDirection: 0 + - _SelfShadowThreshold: 0.93 + - _Set_SystemShadowsToBase: 1 + - _ShadeColor_Step: 0 + - _ShadowColorTexturePower: 0 + - _ShadowHardness: 1 + - _ShadowTColorPower: 1 + - _ShadowTHardness: 1 + - _ShadowTIntensity: 1 + - _ShadowTLightThreshold: 50 + - _ShadowTShadowThreshold: 0 + - _ShowInAmbientLightShadowIntensity: 1 + - _ShowInAmbientLightShadowThreshold: 0.4 + - _ShowNormal: 0 + - _SmoothObjectNormal: 0 + - _Smoothness: 1 + - _SmoothnessRemapMax: 1 + - _SmoothnessRemapMin: 0 + - _SpecularAAScreenSpaceVariance: 0.1 + - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 + - _SphericalShadowIntensity: 0 + - _SphericalTangentIntensity: 0 + - _SphericalTangentProjectionIntensity: 0 + - _SrcBlend: 1 + - _StencilComp: 0 + - _StencilMode: 0 + - _StencilNo: 1 + - _StencilOpFail: 0 + - _StencilOpPass: 0 + - _StencilRef: 2 + - _StencilRefDepth: 0 + - _StencilRefDistortionVec: 64 + - _StencilRefGBuffer: 2 + - _StencilRefMV: 128 + - _StencilWriteMask: 3 + - _StencilWriteMaskDepth: 32 + - _StencilWriteMaskDistortionVec: 64 + - _StencilWriteMaskGBuffer: 3 + - _StencilWriteMaskMV: 128 + - _StepOffset: 0 + - _SubsurfaceMask: 1 + - _SupportDecals: 1 + - _SurfaceType: 0 + - _TEXMCOLINT: 1 + - _TOAO: 1 + - _TRANSMODE: 0 + - _TangentDirMapIntensity: 1 + - _TangentHighLightFeather: 0.25 + - _TangentHighLightLowWidth: 0.1 + - _TangentHighLightThreshold: 0.5 + - _TangentHighLightWidth: 0.1 + - _TexWorldScale: 1 + - _TexWorldScaleEmissive: 1 + - _TexturePatternStyle: 0 + - _Thickness: 1 + - _TransmissionEnable: 1 + - _TransparentBackfaceEnable: 0 + - _TransparentCullMode: 2 + - _TransparentDepthPostpassEnable: 0 + - _TransparentDepthPrepassEnable: 0 + - _TransparentEnabled: 1 + - _TransparentSortPriority: 0 + - _TransparentThreshold: 0 + - _TransparentWritingMotionVec: 0 + - _TweakHighColorOnShadow: 0 + - _TweakMatCapOnShadow: 0 + - _Tweak_HighColorMaskLevel: 0 + - _Tweak_LightDirection_MaskLevel: 0 + - _Tweak_MatCapUV: 0 + - _Tweak_MatcapMaskLevel: 0 + - _Tweak_RimLightMaskLevel: 0 + - _Tweak_ShadingGradeMapLevel: 0 + - _Tweak_SystemShadowsLevel: 0 + - _Tweak_transparency: -0.652 + - _UVBase: 0 + - _UVDetail: 0 + - _UVEmissive: 0 + - _Unlit_Intensity: 1 + - _UseEmissiveIntensity: 0 + - _UseSecondaryCutoutOnly: 0 + - _UseShadowThreshold: 0 + - _UseTLB: 0 + - _Use_1stAs2nd: 0 + - _Use_BaseAs1st: 0 + - _VertexColorBlueAffectOutlineWitdh: 0 + - _VertexColorGreenControlSelfShadowThreshold: 0 + - _VertexColorRedControlSmoothObjectNormal: 0 + - _XYZHardness: 14 + - _ZOffset: -0.01 + - _ZOverDrawMode: 1 + - _ZTeForLiOpa: 3 + - _ZTestDepthEqualForOpaque: 4 + - _ZTestGBuffer: 4 + - _ZTestModeDistortion: 8 + - _ZTestTransparent: 4 + - _ZWrite: 1 + - _ZWriteMode: 0 + - _simpleUI: 2 + - _utsTechnique: 1 + - _utsVersionX: 1 + - _utsVersionY: 0 + - _utsVersionZ: 0 + m_Colors: + - _1st_ShadeColor: {r: 0.20202592, g: 0.45273715, b: 0.4811321, a: 0.5803922} + - _2nd_ShadeColor: {r: 1, g: 1, b: 1, a: 1} + - _AngelRingMaskColor: {r: 0, g: 1, b: 0, a: 0.95} + - _AngelRing_Color: {r: 1, g: 1, b: 1, a: 1} + - _Ap_RimLightColor: {r: 1, g: 1, b: 1, a: 1} + - _BaseColor: {r: 0.33333334, g: 1, b: 0.838402, a: 0.2901961} + - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} + - _BaseColorMaskColor: {r: 1, g: 1, b: 1, a: 0.8} + - _Color: {r: 0.33499128, g: 1, b: 0.94654125, a: 0.36862746} + - _ColorShift: {r: 0, g: 0, b: 0, a: 1} + - _CustomLightDirection: {r: 0, g: 0, b: 10, a: 0} + - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} + - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} + - _Emissive_Color: {r: 0, g: 0, b: 0, a: 1} + - _FirstShadeMaskColor: {r: 0, g: 1, b: 1, a: 0.7} + - _GlossColor: {r: 1, g: 1, b: 1, a: 1} + - _HairHighLightHighColor: {r: 1, g: 1, b: 1, a: 0} + - _HairHighLightLowColor: {r: 0.29999998, g: 0.29999998, b: 0.29999998, a: 0} + - _HairHighLightRampST: {r: 1, g: 1, b: 1, a: 1} + - _HairHighLightRampUVOffset: {r: 0, g: 0, b: 0, a: 0} + - _HighColor: {r: 0, g: 0, b: 0, a: 1} + - _HighlightColor: {r: 1, g: 1, b: 1, a: 1} + - _HighlightMaskColor: {r: 1, g: 1, b: 0, a: 0.95} + - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} + - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _MainColor: {r: 1, g: 1, b: 1, a: 1} + - _MatCapColor: {r: 1, g: 1, b: 1, a: 1} + - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OutlineMaskColor: {r: 0, g: 0, b: 0, a: 0.5} + - _OutlineOffset: {r: 0, g: 0, b: 0, a: 1} + - _Outline_Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} + - _OverallShadowColor: {r: 0, g: 0, b: 0, a: 1} + - _PTCol: {r: 0, g: 0, b: 0, a: 1} + - _RimLightColor: {r: 1, g: 1, b: 1, a: 1} + - _RimLightMaskColor: {r: 1, g: 0, b: 1, a: 0.9} + - _SSRimColor: {r: 1, g: 1, b: 1, a: 0} + - _SecondShadeMaskColor: {r: 0, g: 0, b: 1, a: 0.6} + - _SelfLitColor: {r: 1, g: 1, b: 1, a: 1} + - _SelfShadowRealTimeShadowColor: {r: 1, g: 1, b: 1, a: 1} + - _ShadowTColor: {r: 1, g: 1, b: 1, a: 1} + - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} + - _SphericalShadowNormalScale: {r: 1, g: 1, b: 1, a: 1} + - _SphericalTangentScale: {r: 1, g: 1, b: 1, a: 1} + - _TangentDirMapScale: {r: 1, g: 1, b: 1, a: 1} + - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} + - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + - _ViewShift: {r: 0, g: 0, b: 0, a: 1} + - _XYZPosition: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] +--- !u!114 &4238772985825699849 +MonoBehaviour: + m_ObjectHideFlags: 11 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} + m_Name: + m_EditorClassIdentifier: + version: 2 diff --git a/Assets/Art_Test/Material/New Material.mat.meta b/Assets/Art_Test/Material/TransTest.mat.meta similarity index 100% rename from Assets/Art_Test/Material/New Material.mat.meta rename to Assets/Art_Test/Material/TransTest.mat.meta diff --git a/Assets/JTRP/Editor/GUI/WaterGUI.cs.meta b/Assets/JTRP/Editor/GUI/WaterGUI.cs.meta deleted file mode 100644 index a34b081c..00000000 --- a/Assets/JTRP/Editor/GUI/WaterGUI.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 476a1642c4360b64ba9213f697a6c821 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherMainLight.hlsl b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherMainLight.hlsl index aebb13e5..14f8008f 100644 --- a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherMainLight.hlsl +++ b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherMainLight.hlsl @@ -85,7 +85,7 @@ float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, int ma Set_BaseColor *= _BaseColorVisible; #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 - float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade); #ifdef UTS_LAYER_VISIBILITY { @@ -96,7 +96,7 @@ float3 UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, int ma } #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 - float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade); float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition)); diff --git a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherOtherLight.hlsl b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherOtherLight.hlsl index cdf92fbf..9af56d35 100644 --- a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherOtherLight.hlsl +++ b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/DoubleShadeWithFeatherOtherLight.hlsl @@ -47,7 +47,7 @@ float3 UTS_OtherLights(FragInputs input, float3 i_normalDir, Set_BaseColor = lerp(Set_BaseColor, overridingColor, maskEnabled); Set_BaseColor *= _BaseColorVisible; #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 - float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade); #ifdef UTS_LAYER_VISIBILITY { @@ -57,7 +57,7 @@ float3 UTS_OtherLights(FragInputs input, float3 i_normalDir, Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible); } #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 - float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade); float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; float4 _Set_2nd_ShadePosition_var = tex2D(_Set_2nd_ShadePosition, TRANSFORM_TEX(Set_UV0, _Set_2nd_ShadePosition)); diff --git a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/HDRPToon.shader b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/HDRPToon.shader index b4c23f83..1d99db23 100644 --- a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/HDRPToon.shader +++ b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/HDRPToon.shader @@ -271,7 +271,7 @@ Shader "HDRP/Toon" // _MainTex ("BaseMap", 2D) = "white" {} [HideInInspector] _BaseMap ("BaseMap", 2D) = "white" { } - _BaseColor ("BaseColor", Color) = (1, 1, 1, 1) + // _BaseColor ("BaseColor", Color) = (1, 1, 1, 1) //v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack. //If you want to go back the former SSAO results, comment out the below line. [HideInInspector] _Color ("Color", Color) = (1, 1, 1, 1) @@ -1272,6 +1272,228 @@ Shader "HDRP/Toon" } } + SubShader + { + Tags{ "RenderPipeline"="HDRenderPipeline" } + Pass + { + Name "IndirectDXR" + Tags{ "LightMode" = "IndirectDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT + + // multi compile that allows us to strip the recursive code + #pragma multi_compile _ MULTI_BOUNCE_INDIRECT + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDXR" + Tags{ "LightMode" = "ForwardDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDXR" + Tags{ "LightMode" = "GBufferDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ MINIMAL_GBUFFER + + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "VisibilityDXR" + Tags{ "LightMode" = "VisibilityDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY + #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" + + ENDHLSL + } + + Pass + { + Name "SubSurfaceDXR" + Tags{ "LightMode" = "SubSurfaceDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingSubSurface.hlsl" + + ENDHLSL + } + + Pass + { + Name "PathTracingDXR" + Tags{ "LightMode" = "PathTracingDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #pragma multi_compile _ DEBUG_DISPLAY + + #define SHADERPASS SHADERPASS_PATH_TRACING + + // This is just because it needs to be defined, shadow maps are not used. + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" + + ENDHLSL + } + } CustomEditor "UnityEditor.Rendering.HDRP.Toon.HDRPToonGUI" diff --git a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapMainLight.hlsl b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapMainLight.hlsl index e5182ebd..f975baf0 100644 --- a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapMainLight.hlsl +++ b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapMainLight.hlsl @@ -91,7 +91,7 @@ float3 UTS_MainLightShadingGrademap(LightLoopContext lightLoopContext, FragInput #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 - float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); float3 _Is_LightColor_1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * Set_LightColor), _Is_LightColor_1st_Shade); float _HalfLambert_var = 0.5 * dot(lerp(sphericalShadowNormal, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5; // Half Lambert //float4 _ShadingGradeMap_var = tex2D(_ShadingGradeMap,TRANSFORM_TEX(Set_UV0, _ShadingGradeMap)); @@ -133,7 +133,7 @@ float3 UTS_MainLightShadingGrademap(LightLoopContext lightLoopContext, FragInput #endif //#ifdef UTS_LAYER_VISIBILITY float3 _BaseColor_var = lerp(Set_BaseColor, _Is_LightColor_1st_Shade_var, Set_FinalShadowMask); //v.2.0.5 - float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode)); float Set_ShadeShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)) * (0.0 - 1.0)) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)))); // 1st and 2nd Shades Mask //Composition: 3 Basic Colors as Set_FinalBaseColor diff --git a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapOtherLight.hlsl b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapOtherLight.hlsl index 650ec462..36f1f52e 100644 --- a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapOtherLight.hlsl +++ b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/ShadingGrademapOtherLight.hlsl @@ -51,7 +51,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir, #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 - float4 _1st_ShadeMap_var = lerp(tex2D(_1st_ShadeMap, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); + float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st); float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade); #ifdef UTS_LAYER_VISIBILITY { @@ -62,7 +62,7 @@ float3 UTS_OtherLightsShadingGrademap(FragInputs input, float3 i_normalDir, } #endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5 //v.2.0.5 - float4 _2nd_ShadeMap_var = lerp(tex2D(_2nd_ShadeMap, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); + float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, s_linear_repeat_sampler, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd); float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade); #ifdef UTS_LAYER_VISIBILITY { diff --git a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/UtsLightLoop.hlsl b/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/UtsLightLoop.hlsl index af59bcad..341069f6 100644 --- a/Assets/JTRP/UnityChanToonShaderVer2_Project-hdrp-2.2.0-preview1/Runtime/Shaders/UtsLightLoop.hlsl +++ 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