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https://github.com/vrm-c/UniVRM.git
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仕様外実装であることを明示
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@ -138,4 +138,14 @@ inline bool MToon_IsOutlineModeDisabled()
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#endif
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}
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// Compile-time constant
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inline bool MToon_UseStrictMode()
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{
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#if defined(_MTOON_USE_STRICT_MODE)
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return true;
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#else
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return false;
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#endif
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}
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#endif
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@ -24,6 +24,26 @@ inline half MToon_GetOutlineVertex_OutlineWidth(const float2 uv)
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}
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}
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inline float MToon_GetOutlineVertex_ScreenCoordinatesWidthMultiplier(const float4 positionCS)
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{
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// NOTE: VRM 1.0 の仕様にはない実装なので、ユーザが任意で機能を外せるようにする.
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if (MToon_UseStrictMode())
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{
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return 1.0f;
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}
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else
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{
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const float maxViewFrustumPlaneHeight = 2.0f;
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const float invTangentHalfVerticalFov = unity_CameraProjection[1][1];
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// NOTE: viewFrustumPlaneHeight = tan(halfFov) * viewDirDistance * 2.0
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// -> viewDirDistance = viewFrustumPlaneHeight / (tan(halfFov) * 2.0)
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const float widthScaledMaxDistance = maxViewFrustumPlaneHeight * invTangentHalfVerticalFov * 0.5f;
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// NOTE: VR などの高視野角カメラでは、純粋な実装では太くなりすぎる.
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// よってある距離での視錐台平面が高さ 2m 以上になったらスケールをやめる.
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return min(positionCS.w, widthScaledMaxDistance);
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}
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}
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inline VertexPositionInfo MToon_GetOutlineVertex(const float3 positionOS, const half3 normalOS, const float2 uv)
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{
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if (MToon_IsOutlineModeWorldCoordinates())
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@ -45,30 +65,20 @@ inline VertexPositionInfo MToon_GetOutlineVertex(const float3 positionOS, const
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const float4 nearUpperRight = mul(unity_CameraInvProjection, float4(1, 1, UNITY_NEAR_CLIP_VALUE, _ProjectionParams.y));
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const half aspect = abs(nearUpperRight.y / nearUpperRight.x);
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float4 positionCS = UnityObjectToClipPos(positionOS);
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const float4 positionCS = UnityObjectToClipPos(positionOS);
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const half3 normalVS = MToon_GetObjectToViewNormal(normalOS);
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const half3 normalCS = TransformViewToProjection(normalVS.xyz);
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const float maxViewFrustumPlaneHeight = 2.0f;
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const float invTangentHalfVerticalFov = unity_CameraProjection[1][1];
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// NOTE: viewFrustumPlaneHeight = tan(halfFov) * viewDirDistance * 2.0
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// -> viewDirDistance = viewFrustumPlaneHeight / (tan(halfFov) * 2.0)
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const float widthScaledMaxMeter = maxViewFrustumPlaneHeight * invTangentHalfVerticalFov * 0.5f;
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// NOTE: VR などの高視野角カメラでは、純粋な実装では太くなりすぎる.
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// よってある距離での視錐台平面が高さ 2m 以上になったらスケールをやめる.
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const half outlineWidthMultiplier = outlineWidth * min(positionCS.w, widthScaledMaxMeter);
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half2 normalProjectedCS = normalize(normalCS.xy);
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const float clipSpaceHeight = 2.0f;
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normalProjectedCS *= clipSpaceHeight * outlineWidthMultiplier;
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normalProjectedCS *= clipSpaceHeight * outlineWidth * MToon_GetOutlineVertex_ScreenCoordinatesWidthMultiplier(positionCS);
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normalProjectedCS.x *= aspect;
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// NOTE: カメラ方向軸を向く法線を持つ頂点が XY 方向にだけずれると困るので、それを抑制する.
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normalProjectedCS.xy *= saturate(1 - normalVS.z * normalVS.z);
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positionCS.xy += normalProjectedCS.xy;
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VertexPositionInfo output;
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output.positionWS = float4(positionWS, 1);
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output.positionCS = positionCS;
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output.positionCS = float4(positionCS.xy + normalProjectedCS.xy, positionCS.zw);
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return output;
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}
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else
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