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update to v1.3
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ACIIL committed Sep 20, 2020
1 parent 7cd510f commit 4f24d86
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Showing 8 changed files with 297 additions and 181 deletions.
345 changes: 200 additions & 145 deletions Assets/shaders/aciil/ACLS/ACLS_CORE.cginc

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18 changes: 10 additions & 8 deletions Assets/shaders/aciil/ACLS/ACLS_HELPERS.cginc
Original file line number Diff line number Diff line change
Expand Up @@ -164,8 +164,8 @@
x2 = unity_SHC.rgb * vC;
return x1 + x2;
}
////
half3 SHEvalDirectL1(half4 normal)
//// get L1 by excluding the 4th array, which is L0
half3 SHEvalDirectL1(half3 normal)
{
half3 L0;
L0.r = dot(unity_SHAr,normal);
Expand Down Expand Up @@ -305,7 +305,7 @@
float4 toLightY = lightPosY - pos.y;
float4 toLightZ = lightPosZ - pos.z;
vertTo0 = float3(toLightX[0], toLightY[0], toLightZ[0]);
if ( any(vertTo0) != 0){
if ( any(vertTo0) && any(unityLightColor[0].rgb)){ //// black light check
// if ( dot( vertTo0, vertTo0) != 0){
vertTo0 = normalize(vertTo0);
} else {
Expand Down Expand Up @@ -757,11 +757,13 @@
return ((start*cos(theta)) + (RelativeVec*sin(theta)));
}

//// Lyuma. (Silent?)
float stepButAntialiased(float x0, float x) {
float u = (x - x0);
float pixwid = fwidth(u);
return clamp(u / pixwid + 0.5, 0.0, 1.0);
//// get ratio of color A on B, weighted by a Scale
half ratioOfColors(half3 colorA, half3 colorB, half colorAMultiplier)
{
half cALum = LinearRgbToLuminance_ac(colorA), cBLum = LinearRgbToLuminance_ac(colorB);
half cDiff = ((cALum * colorAMultiplier) - cBLum);
half cSum = cALum + cBLum;
return saturate(cDiff / cSum);
}

#endif
15 changes: 11 additions & 4 deletions Assets/shaders/aciil/ACLS/ACLS_base_cutout.shader
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,8 @@ Shader "ACiiL/toon/ACLS_Toon_Cutout" {
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5

// [Header(Reflection)]
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
_ENVMix("--Reflection mix",Range(0,1)) = 1
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
Expand All @@ -55,6 +56,7 @@ Shader "ACiiL/toon/ACLS_Toon_Cutout" {
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0

// [Header(Rimlights)]
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
Expand Down Expand Up @@ -102,10 +104,15 @@ Shader "ACiiL/toon/ACLS_Toon_Cutout" {
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0

// [Header(Light Map Shift Masks)]
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0
Expand Down
15 changes: 11 additions & 4 deletions Assets/shaders/aciil/ACLS/ACLS_base_cutoutAlpha.shader
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,8 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaTransparent" {
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5

// [Header(Reflection)]
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
_ENVMix("--Reflection mix",Range(0,1)) = 1
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
Expand All @@ -55,6 +56,7 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaTransparent" {
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0

// [Header(Rimlights)]
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
Expand Down Expand Up @@ -102,10 +104,15 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaTransparent" {
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0

// [Header(Light Map Shift Masks)]
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0
Expand Down
15 changes: 11 additions & 4 deletions Assets/shaders/aciil/ACLS/ACLS_base_cutoutAlphaDither.shader
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,8 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaCutout_Dither" {
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5

// [Header(Reflection)]
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
_ENVMix("--Reflection mix",Range(0,1)) = 1
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
Expand All @@ -55,6 +56,7 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaCutout_Dither" {
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0

// [Header(Rimlights)]
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
Expand Down Expand Up @@ -102,10 +104,15 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaCutout_Dither" {
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0

// [Header(Light Map Shift Masks)]
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0
Expand Down
15 changes: 11 additions & 4 deletions Assets/shaders/aciil/ACLS/ACLS_base_solid.shader
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,8 @@ Shader "ACiiL/toon/ACLS_Toon_Solid" {
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5

// [Header(Reflection)]
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
_ENVMix("--Reflection mix",Range(0,1)) = 1
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
Expand All @@ -56,6 +57,7 @@ Shader "ACiiL/toon/ACLS_Toon_Solid" {
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0

// [Header(Rimlights)]
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
Expand Down Expand Up @@ -103,10 +105,15 @@ Shader "ACiiL/toon/ACLS_Toon_Solid" {
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0

// [Header(Light Map Shift Masks)]
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0
Expand Down
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