UniVRM/Assets/VRM10/MToon10/Shaders/vrmc_materials_mtoon_geometry_vertex.hlsl

104 lines
4.1 KiB
HLSL

#ifndef VRMC_MATERIALS_MTOON_GEOMETRY_VERTEX_INCLUDED
#define VRMC_MATERIALS_MTOON_GEOMETRY_VERTEX_INCLUDED
#include "./vrmc_materials_mtoon_render_pipeline.hlsl"
#include "./vrmc_materials_mtoon_define.hlsl"
#include "./vrmc_materials_mtoon_utility.hlsl"
#include "./vrmc_materials_mtoon_input.hlsl"
struct VertexPositionInfo
{
float4 positionWS;
float4 positionCS;
};
inline half MToon_GetOutlineVertex_OutlineWidth(const float2 uv)
{
if (MToon_IsParameterMapOn())
{
return _OutlineWidth * UNITY_SAMPLE_TEX2D_LOD(_OutlineWidthTex, uv, 0).x;
}
else
{
return _OutlineWidth;
}
}
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 half3 normalWS = MToon_TransformObjectToWorldNormal(normalOS);
const half outlineWidth = MToon_GetOutlineVertex_OutlineWidth(uv);
VertexPositionInfo output;
output.positionWS = float4(positionWS + normalWS * outlineWidth, 1);
output.positionCS = MToon_TransformWorldToHClip(output.positionWS.xyz);
return output;
}
else if (MToon_IsOutlineModeScreenCoordinates())
{
const float3 positionWS = mul(unity_ObjectToWorld, float4(positionOS, 1)).xyz;
const half outlineWidth = MToon_GetOutlineVertex_OutlineWidth(uv);
const float4 nearUpperRight = mul(unity_CameraInvProjection, float4(1, 1, UNITY_NEAR_CLIP_VALUE, _ProjectionParams.y));
const half aspect = abs(nearUpperRight.y / nearUpperRight.x);
const float4 positionCS = MToon_TransformObjectToHClip(positionOS);
const half3 normalVS = MToon_GetObjectToViewNormal(normalOS);
const half3 normalCS = MToon_TransformViewToHClip(normalVS.xyz);
half2 normalProjectedCS = normalize(normalCS.xy);
const float clipSpaceHeight = 2.0f;
normalProjectedCS *= clipSpaceHeight * outlineWidth * MToon_GetOutlineVertex_ScreenCoordinatesWidthMultiplier(positionCS);
normalProjectedCS.x *= aspect;
// 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 = float4(positionCS.xy + normalProjectedCS.xy, positionCS.zw);
return output;
}
else
{
VertexPositionInfo output;
output.positionWS = mul(unity_ObjectToWorld, float4(positionOS * 0.001, 1));
output.positionCS = MToon_TransformWorldToHClip(output.positionWS.xyz);
return output;
}
}
inline VertexPositionInfo MToon_GetVertex(const float3 positionOS)
{
VertexPositionInfo output;
output.positionWS = mul(unity_ObjectToWorld, float4(positionOS, 1));
output.positionCS = MToon_TransformWorldToHClip(output.positionWS.xyz);
return output;
}
#endif