toon-fs.chunk 7.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200
  1. // Surface
  2. void CCSurfacesFragmentGetMaterialData(inout SurfacesMaterialData surfaceData)
  3. {
  4. HIGHP_VALUE_TO_STRUCT_DEFINED(FSInput_worldPos, surfaceData.worldPos);
  5. // common
  6. surfaceData.worldNormal = SurfacesFragmentModifyWorldNormal();
  7. surfaceData.emissive = SurfacesFragmentModifyEmissive();
  8. // toon
  9. SurfacesFragmentModifyBaseColorAndToonShade(surfaceData.baseColor, surfaceData.shade1, surfaceData.shade2);
  10. surfaceData.specular = SurfacesFragmentModifyToonSpecular();
  11. surfaceData.shadowCover = SurfacesFragmentModifyToonShadowCover();
  12. vec4 shaderParams = SurfacesFragmentModifyToonStepAndFeather();
  13. surfaceData.baseStep = shadeParams.x;
  14. surfaceData.baseFeather = shadeParams.y;
  15. surfaceData.shadeStep = shadeParams.z;
  16. surfaceData.shadeFeather = shadeParams.w;
  17. SurfacesFragmentModifySharedData(surfaceData);
  18. #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC
  19. if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP)
  20. surfaceData.worldNormal = normalize(FSInput_worldNormal);
  21. #endif
  22. #if CC_USE_DEBUG_VIEW
  23. if (!IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO) {
  24. float brightBase = dot(GRAY_VECTOR, surfaceData.baseColor.rgb);
  25. float brightShade1 = dot(GRAY_VECTOR, surfaceData.shade1.rgb);
  26. float brightShade2 = dot(GRAY_VECTOR, surfaceData.shade2.rgb);
  27. surfaceData.baseColor.rgb = vec3(1.0);
  28. surfaceData.shade1.rgb = vec3(brightShade1 / brightBase);
  29. surfaceData.shade2.rgb = vec3(brightShade2 / brightBase);
  30. surfaceData.specular.rgb = vec3(1.0);
  31. }
  32. #endif
  33. }
  34. // Intrinsic function
  35. vec3 CCSurfacesGetDiffuseColor(in SurfacesMaterialData surfaceData)
  36. {
  37. return surfaceData.shade1;
  38. }
  39. vec3 CCSurfacesGetSpecularColor(in SurfacesMaterialData surfaceData)
  40. {
  41. return surfaceData.specular.xyz;
  42. }
  43. void CCSurfacesLightingInitializeColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
  44. {
  45. diffuseColorWithLighting = vec3(0.0);
  46. specularColorWithLighting = surfaceData.specular.xyz * surfaceData.baseStep;
  47. }
  48. void CCSurfacesLightingCalculateColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
  49. {
  50. float NL = 0.5 * lightingData.NoL + 0.5;
  51. vec3 diffuse = mix(surfaceData.shade1, surfaceData.shade2,
  52. clamp(1.0 + (surfaceData.shadeStep - surfaceData.shadeFeather - NL) / surfaceData.shadeFeather, 0.0, 1.0));
  53. diffuse = mix(surfaceData.baseColor.rgb, diffuse,
  54. clamp(1.0 + (surfaceData.baseStep - surfaceData.baseFeather - NL) / surfaceData.baseFeather, 0.0, 1.0));
  55. diffuseColorWithLighting = diffuse * surfaceData.baseStep;
  56. }
  57. // Copy material data to lighting data
  58. // such as tangent data for anisotropic materials
  59. void CCSurfacesInitializeLightingIntermediateData(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData)
  60. {
  61. vec3 worldPos;
  62. HIGHP_VALUE_FROM_STRUCT_DEFINED(worldPos, surfaceData.worldPos);
  63. CCSurfacesLightingGetIntermediateData_PerPixel(lightingData, surfaceData.worldNormal, worldPos, vec3(0.0), vec3(0.0));
  64. lightingData.specularParam = surfaceData.specular.a;
  65. lightingData.ior = 1.0;
  66. }
  67. void CCSurfacesLightingCalculateIntermediateData_PerLight(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData, vec3 lightDirWithDist)
  68. {
  69. CCSurfacesLightingGetIntermediateData_PerLight(lightingData, lightDirWithDist);
  70. }
  71. // Copy material data to lighting results for base pass
  72. void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult, in SurfacesMaterialData surfaceData)
  73. {
  74. lightingResult.emissive = surfaceData.emissive;
  75. }
  76. // Init accumulated lighting results for additive pass
  77. void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult)
  78. {
  79. lightingResult.directDiffuse = lightingResult.directSpecular = vec3(0.0);
  80. }
  81. // Accumulated lighting results for additive pass
  82. void CCSurfacesAccumulateLightingResult(inout LightingResult lightingResultAccumulated, in LightingResult lightingResult)
  83. {
  84. lightingResultAccumulated.directDiffuse += lightingResult.directDiffuse * lightingResult.shadow;
  85. lightingResultAccumulated.directSpecular += lightingResult.directSpecular * lightingResult.shadow;
  86. }
  87. // Lighting
  88. #if CC_PIPELINE_TYPE == CC_PIPELINE_TYPE_DEFERRED
  89. vec4 CCSurfacesDeferredOutputBaseColor(in SurfacesMaterialData surfaceData)
  90. {
  91. return surfaceData.baseColor;
  92. }
  93. vec4 CCSurfacesDeferredOutputNormalMR(in SurfacesMaterialData surfaceData)
  94. {
  95. return vec4(float32x3_to_oct(surfaceData.worldNormal), 0.5, 0.0);
  96. }
  97. vec4 CCSurfacesDeferredOutputEmissiveAO(in SurfacesMaterialData surfaceData)
  98. {
  99. return vec4(surfaceData.emissive, 1.0);
  100. }
  101. #endif
  102. // Shading
  103. vec4 CCSurfacesShading(in SurfacesMaterialData surfaceData, in LightingResult lightingResult)
  104. {
  105. vec4 color = vec4(0.0, 0.0, 0.0, surfaceData.baseColor.a);
  106. #if CC_FORWARD_ADD
  107. color.xyz += lightingResult.directDiffuse * lightingResult.diffuseColorWithLighting;
  108. color.xyz += lightingResult.directSpecular * lightingResult.specularColorWithLighting;
  109. #else
  110. float lightmapCoef = 0.0;
  111. #if CC_SURFACES_USE_LEGACY_COMPATIBLE_LIGHTING
  112. color.xyz += (
  113. mix(lightingResult.directDiffuse, lightingResult.lightmapColor, lightmapCoef) * lightingResult.diffuseColorWithLighting
  114. + lightingResult.directSpecular * lightingResult.specularColorWithLighting)
  115. * lightingResult.shadow
  116. ;
  117. #else
  118. // shadowed area equals to back lighting area
  119. LightingIntermediateData lightingData;
  120. lightingData.NoL = -1.0;
  121. vec3 backLightingDiffuse, backLightingSpecular;
  122. CCSurfacesLightingInitializeColorWithLighting(backLightingDiffuse, backLightingSpecular, surfaceData, lightingData);
  123. CCSurfacesLightingCalculateColorWithLighting(backLightingDiffuse, backLightingSpecular, surfaceData, lightingData);
  124. color.xyz +=
  125. mix(lightingResult.directDiffuse, lightingResult.lightmapColor, lightmapCoef) * mix(backLightingDiffuse, lightingResult.diffuseColorWithLighting, lightingResult.shadow)
  126. + lightingResult.directSpecular * lightingResult.specularColorWithLighting * lightingResult.shadow
  127. ;
  128. #endif
  129. color.xyz += lightingResult.emissive;
  130. #endif
  131. return color;
  132. }
  133. // Debug view
  134. #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_SINGLE
  135. bool CCSurfacesDebugViewSurfaceData(inout vec4 color, in SurfacesMaterialData surfaceData)
  136. {
  137. bool enableMaterialAlpha = true;
  138. float scalar;
  139. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL))
  140. color = vec4(surfaceData.worldNormal * 0.5 + vec3(0.5), 1.0);
  141. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT))
  142. color = vec4(0.0, 0.0, 0.0, 1.0);
  143. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL))
  144. color = vec4(0.0, 0.0, 0.0, 1.0);
  145. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_TRANSPARENCY))
  146. {
  147. scalar = surfaceData.baseColor.a;
  148. color = vec4(scalar, scalar, scalar, 1.0);
  149. enableMaterialAlpha = false;
  150. }
  151. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_BASE_COLOR))
  152. color = vec4(LinearToSRGB(surfaceData.baseColor.rgb), 1.0);
  153. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR))
  154. color = vec4(LinearToSRGB(CCSurfacesGetDiffuseColor(surfaceData)), 1.0);
  155. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR))
  156. color = vec4(LinearToSRGB(CCSurfacesGetSpecularColor(surfaceData)), 1.0);
  157. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY))
  158. {
  159. scalar = surfaceData.specular.a;
  160. color = vec4(scalar, scalar, scalar, 1.0);
  161. }
  162. return enableMaterialAlpha;
  163. }
  164. #endif
  165. // lighting flow module-function used by this material
  166. #include <lighting-models/lighting-flow/common-flow>