Merge pull request #1400 from Santarh/mtoonOutlineFix

Fix migration error in MToon & Modify Screen Coords Outline drawing algorithm.
This commit is contained in:
ousttrue
2021-12-03 15:08:27 +09:00
committed by GitHub
4 changed files with 60 additions and 6 deletions

View File

@@ -298,7 +298,9 @@ namespace UniVRM10
break;
case OutlineWidthMode.ScreenCoordinates:
dst.OutlineWidthMode = UniGLTF.Extensions.VRMC_materials_mtoon.OutlineWidthMode.screenCoordinates;
dst.OutlineWidthFactor = mtoon.Definition.Outline.OutlineWidthValue * oneHundredth;
// NOTE: 従来は、縦幅の半分を 100% としたときの % の値だった。
// 1.0 では縦幅を 1 としたときの値とするので、 1/200 する。
dst.OutlineWidthFactor = mtoon.Definition.Outline.OutlineWidthValue * oneHundredth * 0.5f;
break;
default:
throw new ArgumentOutOfRangeException($"OutlineWidthMode: {(int)mtoon.Definition.Outline.OutlineWidthMode}");

View File

@@ -138,4 +138,14 @@ inline bool MToon_IsOutlineModeDisabled()
#endif
}
// Compile-time constant
inline bool MToon_UseStrictMode()
{
#if defined(_MTOON_USE_STRICT_MODE)
return true;
#else
return false;
#endif
}
#endif

View File

@@ -24,13 +24,33 @@ inline half MToon_GetOutlineVertex_OutlineWidth(const float2 uv)
}
}
inline float MToon_GetOutlineVertex_ScreenCoordinatesWidthMultiplier(const float4 positionCS)
{
// 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.
if (MToon_UseStrictMode())
{
return 1.0f;
}
else
{
const float maxViewFrustumPlaneHeight = 2.0f;
const float invTangentHalfVerticalFov = unity_CameraProjection[1][1];
// NOTE: viewFrustumPlaneHeight = tan(halfFov) * viewDirDistance * 2.0
// -> viewDirDistance = viewFrustumPlaneHeight / (tan(halfFov) * 2.0)
const float widthScaledMaxDistance = maxViewFrustumPlaneHeight * invTangentHalfVerticalFov * 0.5f;
// 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.
// 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.
return min(positionCS.w, widthScaledMaxDistance);
}
}
inline VertexPositionInfo MToon_GetOutlineVertex(const float3 positionOS, const half3 normalOS, const float2 uv)
{
if (MToon_IsOutlineModeWorldCoordinates())
{
const float3 positionWS = mul(unity_ObjectToWorld, float4(positionOS, 1)).xyz;
const half outlineWidth = MToon_GetOutlineVertex_OutlineWidth(uv);
const half3 normalWS = UnityObjectToWorldNormal(normalOS);
const half outlineWidth = MToon_GetOutlineVertex_OutlineWidth(uv);
VertexPositionInfo output;
output.positionWS = float4(positionWS + normalWS * outlineWidth, 1);
@@ -45,17 +65,20 @@ inline VertexPositionInfo MToon_GetOutlineVertex(const float3 positionOS, const
const float4 nearUpperRight = mul(unity_CameraInvProjection, float4(1, 1, UNITY_NEAR_CLIP_VALUE, _ProjectionParams.y));
const half aspect = abs(nearUpperRight.y / nearUpperRight.x);
float4 positionCS = UnityObjectToClipPos(positionOS);
const float4 positionCS = UnityObjectToClipPos(positionOS);
const half3 normalVS = MToon_GetObjectToViewNormal(normalOS);
const half3 normalCS = TransformViewToProjection(normalVS.xyz);
half2 normalProjectedCS = normalize(normalCS.xy);
normalProjectedCS *= positionCS.w;
const float clipSpaceHeight = 2.0f;
normalProjectedCS *= clipSpaceHeight * outlineWidth * MToon_GetOutlineVertex_ScreenCoordinatesWidthMultiplier(positionCS);
normalProjectedCS.x *= aspect;
positionCS.xy += outlineWidth * normalProjectedCS.xy * saturate(1 - abs(normalVS.z)); // ignore offset when normal toward camera
// 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.
normalProjectedCS.xy *= saturate(1 - normalVS.z * normalVS.z);
VertexPositionInfo output;
output.positionWS = float4(positionWS, 1);
output.positionCS = positionCS;
output.positionCS = float4(positionCS.xy + normalProjectedCS.xy, positionCS.zw);
return output;
}
else

View File

@@ -7,6 +7,11 @@
static const float PI_2 = 6.28318530718;
static const float EPS_COL = 0.00001;
inline half mtoon_linearstep(const half start, const half end, const half t)
{
return min(max((t - start) / (end - start), 0.0), 1.0);
}
inline half3 mtoon_linearstep(const half3 start, const half3 end, const half t)
{
return min(max((t - start) / (end - start), 0.0), 1.0);
@@ -17,6 +22,20 @@ inline bool MToon_IsPerspective()
return unity_OrthoParams.w != 1.0;
}
inline float3 MToon_GetWorldSpaceViewDir(const float3 positionWS)
{
if (MToon_IsPerspective())
{
return _WorldSpaceCameraPos.xyz - positionWS;
}
else
{
const float3 cameraForwardWS = normalize(UNITY_MATRIX_V[2].xyz);
const float3 viewDirWS = _WorldSpaceCameraPos.xyz - positionWS;
return cameraForwardWS * dot(cameraForwardWS, viewDirWS);
}
}
inline float3 MToon_GetWorldSpaceNormalizedViewDir(const float3 positionWS)
{
if (MToon_IsPerspective())