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- // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - passes:
- - switch: USE_OUTLINE_PASS
- vert: legacy/main-functions/outline-vs:vert
- frag: legacy/main-functions/outline-fs:frag
- rasterizerState: &r1
- cullMode: front
- depthStencilState: &d1
- depthFunc: less_equal
- depthTest: true
- depthWrite: true
- properties:
- lineWidth: { value: 10, target: outlineParams.x }
- depthBias: { value: 0, target: outlineParams.y }
- baseColor: { editor: { type: color } }
- baseColorMap: { value: grey }
- - vert: toon-vs:vert
- frag: toon-fs:frag
- properties: &props
- tilingOffset: { value: [1.0, 1.0, 0.0, 0.0] }
- mainColor: { value: [0.6, 0.6, 0.6, 1.0], target: baseColor, linear: true, editor: { displayName: BaseColor, type: color } }
- colorScale: { value: [1.0, 1.0, 1.0], target: colorScaleAndCutoff.xyz }
- alphaThreshold: { value: 0.5, target: colorScaleAndCutoff.w, editor: { parent: USE_ALPHA_TEST } }
- shadeColor1: { value: [0.4, 0.4, 0.4, 1.0], linear: true, editor: { type: color } }
- shadeColor2: { value: [0.2, 0.2, 0.2, 1.0], linear: true, editor: { type: color } }
- specular: { value: [1.0, 1.0, 1.0, 0.3], linear: true, editor: { type: color } }
- baseStep: { value: 0.8, target: shadeParams.x }
- baseFeather: { value: 0.001, target: shadeParams.y }
- shadeStep: { value: 0.5, target: shadeParams.z }
- shadeFeather: { value: 0.001, target: shadeParams.w }
- shadowCover: { value: 0.5, target: miscParams.x, editor: { slide: true, range: [0, 1.0], step: 0.001 } }
- emissive: { value: [0.0, 0.0, 0.0, 1.0], linear: true, editor: { type: color } }
- emissiveScale: { value: [1.0, 1.0, 1.0], target: emissiveScaleAndStrenth.xyz }
- normalStrength: { value: 1.0, target: emissiveScaleAndStrenth.w, editor: { parent: USE_NORMAL_MAP }, slide: true, range: [0, 5.0], step: 0.001 }
- normalMap: { value: normal }
- mainTexture: { value: white, target: baseColorMap, editor: { displayName: BaseColorMap } }
- shadeMap1: { value: white }
- shadeMap2: { value: white }
- specularMap: { value: white }
- emissiveMap: { value: grey }
- - vert: toon-vs:vert
- frag: toon-fs:frag
- phase: forward-add
- propertyIndex: 1
- embeddedMacros: { CC_FORWARD_ADD: true }
- depthStencilState:
- depthFunc: equal
- depthTest: true
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: one
- blendDst: one
- blendSrcAlpha: zero
- blendDstAlpha: one
- properties: *props
- - vert: shadow-caster-vs:vert
- frag: shadow-caster-fs:frag
- phase: shadow-caster
- propertyIndex: 1
- rasterizerState:
- cullMode: front
- properties:
- tilingOffset: { value: [1.0, 1.0, 0.0, 0.0] }
- mainColor: { value: [0.6, 0.6, 0.6, 1.0], target: baseColor, editor: { displayName: BaseColor, type: color } }
- colorScale: { value: [1.0, 1.0, 1.0], target: colorScaleAndCutoff.xyz }
- alphaThreshold: { value: 0.5, target: colorScaleAndCutoff.w, editor: { parent: USE_ALPHA_TEST } }
- shadeColor1: { value: [0.4, 0.4, 0.4, 1.0], editor: { type: color } }
- shadeColor2: { value: [0.2, 0.2, 0.2, 1.0], editor: { type: color } }
- specular: { value: [1.0, 1.0, 1.0, 0.3], editor: { type: color } }
- baseStep: { value: 0.8, target: shadeParams.x }
- baseFeather: { value: 0.001, target: shadeParams.y }
- shadeStep: { value: 0.5, target: shadeParams.z }
- shadeFeather: { value: 0.001, target: shadeParams.w }
- emissive: { value: [0.0, 0.0, 0.0, 1.0], editor: { type: color } }
- emissiveScale: { value: [1.0, 1.0, 1.0], target: emissiveScaleAndStrenth.xyz }
- normalStrenth: { value: 1.0, target: emissiveScaleAndStrenth.w, editor: { parent: USE_NORMAL_MAP } }
- mainTexture: { value: white, target: baseColorMap, editor: { displayName: BaseColorMap } }
- - &planar-shadow
- vert: planar-shadow-vs:vert
- frag: planar-shadow-fs:frag
- phase: planar-shadow
- propertyIndex: 0
- depthStencilState:
- depthTest: true
- depthWrite: false
- stencilTestFront: true
- stencilFuncFront: not_equal
- stencilPassOpFront: replace
- stencilRef: 0x80 # only use the leftmost bit
- stencilReadMask: 0x80
- stencilWriteMask: 0x80
- blendState:
- targets:
- - blend: true
- blendSrc: src_alpha
- blendDst: one_minus_src_alpha
- blendDstAlpha: one_minus_src_alpha
- - switch: USE_OUTLINE_PASS
- vert: legacy/main-functions/outline-vs:vert
- frag: legacy/main-functions/outline-fs:frag
- phase: deferred-forward
- rasterizerState: *r1
- depthStencilState: *d1
- propertyIndex: 0
- - vert: toon-vs:vert
- frag: toon-fs:frag
- phase: deferred-forward
- propertyIndex: 1
- }%
- CCProgram shared-ubos %{
- uniform Constants {
- vec4 tilingOffset;
- vec4 baseColor;
- vec4 colorScaleAndCutoff;
- vec4 shadeColor1;
- vec4 shadeColor2;
- vec4 specular; // xyz: specular color, w: power
- vec4 shadeParams;
- vec4 miscParams;
- vec4 emissive;
- vec4 emissiveScaleAndStrenth;
- };
- }%
- CCProgram toon-vs %{
- precision highp float;
- #include <legacy/input-standard>
- #include <builtin/uniforms/cc-global>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- #include <shared-ubos>
- #include <legacy/shadow-map-vs>
- out vec3 v_position;
- out vec2 v_uv;
- out mediump vec3 v_normal;
- #if CC_RECEIVE_SHADOW
- out mediump vec2 v_shadowBias;
- #endif
- #if USE_NORMAL_MAP
- out mediump vec4 v_tangent;
- #endif
- vec4 vert () {
- StandardVertInput In;
- CCVertInput(In);
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- vec4 pos = matWorld * In.position;
- v_position = pos.xyz;
- v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;
- #if CC_RECEIVE_SHADOW
- v_shadowBias = CCGetShadowBias();
- #endif
- v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;
- #if USE_NORMAL_MAP
- v_tangent.xyz = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);
- v_tangent.w = In.tangent.w;
- #endif
- CC_TRANSFER_SHADOW(pos);
- #if CC_USE_2D
- return cc_matProj * cc_matView * In.position;
- #else
- return cc_matProj * (cc_matView * matWorld) * In.position;
- #endif
- }
- }%
- CCProgram toon-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- #include <legacy/shading-toon>
- #include <shared-ubos>
- #include <legacy/output-standard>
- #include <common/color/gamma>
- in vec3 v_position;
- in vec2 v_uv;
- #if CC_RECEIVE_SHADOW
- in mediump vec2 v_shadowBias;
- #endif
- #if USE_BASE_COLOR_MAP
- uniform sampler2D baseColorMap;
- #endif
- in mediump vec3 v_normal;
- #if USE_NORMAL_MAP
- in mediump vec4 v_tangent;
- uniform sampler2D normalMap;
- #endif
- #if USE_1ST_SHADE_MAP
- uniform sampler2D shadeMap1;
- #endif
- #if USE_2ND_SHADE_MAP
- uniform sampler2D shadeMap2;
- #endif
- #if USE_SPECULAR_MAP
- uniform sampler2D specularMap;
- #endif
- #if USE_EMISSIVE_MAP
- uniform sampler2D emissiveMap;
- #endif
- #if USE_ALPHA_TEST
- #pragma define-meta ALPHA_TEST_CHANNEL options([a, r, g, b])
- #endif
- void surf (out ToonSurface s) {
- s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;
- #if USE_2ND_SHADE_MAP
- s.shade2 *= SRGBToLinear(texture(shadeMap2, v_uv).rgb);
- #endif
- s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;
- #if USE_1ST_SHADE_MAP
- s.shade1 *= SRGBToLinear(texture(shadeMap1, v_uv).rgb);
- #if SHADE_MAP_1_AS_SHADE_MAP_2
- s.shade2 *= s.shade1.rgb;
- #endif
- #endif
- vec4 localBaseColor = baseColor;
- #if USE_BASE_COLOR_MAP
- vec4 baseColorMap = texture(baseColorMap, v_uv);
- baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);
- localBaseColor *= baseColorMap;
- #if BASE_COLOR_MAP_AS_SHADE_MAP_1
- s.shade1 *= baseColorMap.rgb;
- #endif
- #if BASE_COLOR_MAP_AS_SHADE_MAP_2
- s.shade2 *= baseColorMap.rgb;
- #endif
- #endif
- s.baseColor = localBaseColor;
- s.baseColor.rgb *= colorScaleAndCutoff.xyz;
- #if USE_ALPHA_TEST
- if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;
- #endif
- s.normal = v_normal;
- #if CC_RECEIVE_SHADOW
- s.shadowBias = v_shadowBias;
- #endif
- #if USE_NORMAL_MAP
- vec3 nmmp = texture(normalMap, v_uv).xyz - vec3(0.5);
- vec3 bitangent = cross(v_normal, v_tangent.xyz) * (v_tangent.w > 0.0 ? 1.0 : -1.0); // note the cross order
- s.normal =
- (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent.xyz) +
- (nmmp.y * emissiveScaleAndStrenth.w) * normalize(bitangent) +
- nmmp.z * normalize(s.normal);
- #endif
- HIGHP_VALUE_TO_STRUCT_DEFINED(v_position, s.position);
- s.specular = specular;
- #if USE_SPECULAR_MAP
- s.specular.rgb *= SRGBToLinear(texture(specularMap, v_uv).rgb);
- #endif
- s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;
- #if USE_EMISSIVE_MAP
- s.emissive *= SRGBToLinear(texture(emissiveMap, v_uv).rgb);
- #endif
- s.baseStep = shadeParams.x;
- s.baseFeather = shadeParams.y;
- s.shadeStep = shadeParams.z;
- s.shadeFeather = shadeParams.w;
- s.shadowCover = miscParams.x;
- }
- vec4 frag () {
- ToonSurface s; surf(s);
- vec4 color = CCToonShading(s);
- return CCFragOutput(color);
- }
- }%
- CCProgram shadow-caster-vs %{
- precision highp float;
- #include <legacy/input-standard>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- #include <shared-ubos>
- #include <builtin/uniforms/cc-shadow>
- out vec2 v_uv;
- out vec4 v_worldPos;
- out highp vec2 v_clip_depth;
- vec4 vert () {
- StandardVertInput In;
- CCVertInput(In);
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- v_worldPos = matWorld * In.position;
- vec4 clipPos = cc_matLightViewProj * v_worldPos;
- v_clip_depth = clipPos.zw;
- v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;
- return clipPos;
- }
- }%
- CCProgram shadow-caster-fs %{
- precision highp float;
- #include <shared-ubos>
- #include <common/data/packing>
- #include <legacy/shadow-map-base>
- in vec2 v_uv;
- in vec4 v_worldPos;
- in highp vec2 v_clip_depth;
- #if USE_BASE_COLOR_MAP
- uniform sampler2D baseColorMap;
- #endif
- #if USE_ALPHA_TEST
- #pragma define-meta ALPHA_TEST_CHANNEL options([a, r, g, b])
- #endif
- vec4 frag () {
- vec4 baseColor = baseColor;
- #if USE_ALPHA_TEST
- #if USE_BASE_COLOR_MAP
- baseColor *= texture(baseColorMap, v_uv);
- #endif
- if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;
- #endif
- highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;
- // spot use linear
- #if CC_SHADOWMAP_USE_LINEAR_DEPTH
- if (IS_SPOT_LIGHT(cc_shadowLPNNInfo.x)) {
- clipDepth = CCGetLinearDepth(v_worldPos.xyz);
- }
- #endif
- #if CC_SHADOWMAP_FORMAT == SHADOWMAP_FORMAT_RGBA8
- return packDepthToRGBA(clipDepth);
- #else
- return vec4(clipDepth, 1.0, 1.0, 1.0);
- #endif
- }
- }%
- CCProgram planar-shadow-vs %{
- precision highp float;
- #include <legacy/input>
- #include <builtin/uniforms/cc-global>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- #include <builtin/uniforms/cc-shadow>
- #include <common/lighting/functions>
- out float v_dist;
- vec4 vert () {
- vec4 position;
- CCVertInput(position);
- // World Space
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- vec3 worldPos = (matWorld * position).xyz;
- vec4 shadowPos = CalculatePlanarShadowPos(worldPos, cc_cameraPos.xyz, cc_mainLitDir.xyz, cc_planarNDInfo);
- position = CalculatePlanarShadowClipPos(shadowPos, cc_cameraPos.xyz, cc_matView, cc_matProj, cc_nearFar, cc_shadowWHPBInfo.w);
- v_dist = shadowPos.w;
- return position;
- }
- }%
- CCProgram planar-shadow-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-shadow>
- #include <legacy/output>
- in float v_dist;
- vec4 frag () {
- if(v_dist < 0.0)
- discard;
- return CCFragOutput(cc_shadowColor);
- }
- }%
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