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update to v1.3
1 parent 7cd510f commit 4f24d86

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8 files changed

+297
-181
lines changed

8 files changed

+297
-181
lines changed

Assets/shaders/aciil/ACLS/ACLS_CORE.cginc

Lines changed: 200 additions & 145 deletions
Large diffs are not rendered by default.

Assets/shaders/aciil/ACLS/ACLS_HELPERS.cginc

Lines changed: 10 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -164,8 +164,8 @@
164164
x2 = unity_SHC.rgb * vC;
165165
return x1 + x2;
166166
}
167-
////
168-
half3 SHEvalDirectL1(half4 normal)
167+
//// get L1 by excluding the 4th array, which is L0
168+
half3 SHEvalDirectL1(half3 normal)
169169
{
170170
half3 L0;
171171
L0.r = dot(unity_SHAr,normal);
@@ -305,7 +305,7 @@
305305
float4 toLightY = lightPosY - pos.y;
306306
float4 toLightZ = lightPosZ - pos.z;
307307
vertTo0 = float3(toLightX[0], toLightY[0], toLightZ[0]);
308-
if ( any(vertTo0) != 0){
308+
if ( any(vertTo0) && any(unityLightColor[0].rgb)){ //// black light check
309309
// if ( dot( vertTo0, vertTo0) != 0){
310310
vertTo0 = normalize(vertTo0);
311311
} else {
@@ -757,11 +757,13 @@
757757
return ((start*cos(theta)) + (RelativeVec*sin(theta)));
758758
}
759759

760-
//// Lyuma. (Silent?)
761-
float stepButAntialiased(float x0, float x) {
762-
float u = (x - x0);
763-
float pixwid = fwidth(u);
764-
return clamp(u / pixwid + 0.5, 0.0, 1.0);
760+
//// get ratio of color A on B, weighted by a Scale
761+
half ratioOfColors(half3 colorA, half3 colorB, half colorAMultiplier)
762+
{
763+
half cALum = LinearRgbToLuminance_ac(colorA), cBLum = LinearRgbToLuminance_ac(colorB);
764+
half cDiff = ((cALum * colorAMultiplier) - cBLum);
765+
half cSum = cALum + cBLum;
766+
return saturate(cDiff / cSum);
765767
}
766768

767769
#endif

Assets/shaders/aciil/ACLS/ACLS_base_cutout.shader

Lines changed: 11 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -45,7 +45,8 @@ Shader "ACiiL/toon/ACLS_Toon_Cutout" {
4545
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5
4646

4747
// [Header(Reflection)]
48-
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
48+
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
49+
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
4950
_ENVMix("--Reflection mix",Range(0,1)) = 1
5051
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
5152
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
@@ -55,6 +56,7 @@ Shader "ACiiL/toon/ACLS_Toon_Cutout" {
5556
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
5657
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
5758
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
59+
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0
5860

5961
// [Header(Rimlights)]
6062
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
@@ -102,10 +104,15 @@ Shader "ACiiL/toon/ACLS_Toon_Cutout" {
102104
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
103105
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
104106
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
105-
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
106-
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
107-
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
107+
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
108+
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
109+
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
108110
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
111+
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
112+
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
113+
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
114+
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
115+
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0
109116

110117
// [Header(Light Map Shift Masks)]
111118
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0

Assets/shaders/aciil/ACLS/ACLS_base_cutoutAlpha.shader

Lines changed: 11 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -45,7 +45,8 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaTransparent" {
4545
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5
4646

4747
// [Header(Reflection)]
48-
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
48+
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
49+
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
4950
_ENVMix("--Reflection mix",Range(0,1)) = 1
5051
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
5152
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
@@ -55,6 +56,7 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaTransparent" {
5556
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
5657
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
5758
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
59+
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0
5860

5961
// [Header(Rimlights)]
6062
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
@@ -102,10 +104,15 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaTransparent" {
102104
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
103105
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
104106
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
105-
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
106-
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
107-
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
107+
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
108+
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
109+
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
108110
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
111+
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
112+
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
113+
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
114+
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
115+
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0
109116

110117
// [Header(Light Map Shift Masks)]
111118
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0

Assets/shaders/aciil/ACLS/ACLS_base_cutoutAlphaDither.shader

Lines changed: 11 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -45,7 +45,8 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaCutout_Dither" {
4545
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5
4646

4747
// [Header(Reflection)]
48-
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
48+
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
49+
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
4950
_ENVMix("--Reflection mix",Range(0,1)) = 1
5051
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
5152
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
@@ -55,6 +56,7 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaCutout_Dither" {
5556
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
5657
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
5758
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
59+
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0
5860

5961
// [Header(Rimlights)]
6062
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
@@ -102,10 +104,15 @@ Shader "ACiiL/toon/ACLS_Toon_AlphaCutout_Dither" {
102104
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
103105
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
104106
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
105-
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
106-
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
107-
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
107+
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
108+
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
109+
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
108110
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
111+
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
112+
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
113+
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
114+
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
115+
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0
109116

110117
// [Header(Light Map Shift Masks)]
111118
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0

Assets/shaders/aciil/ACLS/ACLS_base_solid.shader

Lines changed: 11 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -46,7 +46,8 @@ Shader "ACiiL/toon/ACLS_Toon_Solid" {
4646
_TweakHighColorOnShadow("Spec shadow mask", Range(0, 1)) = 0.5
4747

4848
// [Header(Reflection)]
49-
[Enum(None,0,Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 0
49+
[ToggleUI] _useCubeMap("_useCubeMap",Int) = 0
50+
[Enum(Standard,1,Override,2)] _ENVMmode("Reflection Setup:",Int) = 1
5051
_ENVMix("--Reflection mix",Range(0,1)) = 1
5152
_envRoughness("--Reflection smoothness", Range(0, 1)) = 0.34
5253
[Enum(Off,0,Smart,1,Replace,2)] _CubemapFallbackMode("Fallback mix mode:",Int) = 0
@@ -56,6 +57,7 @@ Shader "ACiiL/toon/ACLS_Toon_Solid" {
5657
[Enum(Off,0,On,1)] _EnvGrazeRimMix("Graze RimLights Mask mix",Int) = 0
5758
_envOnRim("Mask on rimLights", Range(0,1)) = 0.25
5859
_envOnRimColorize("--Colorize rim lights", Range(0,1)) = 0
60+
_rimLightLightsourceType("_rimLightLightsourceType", Range(0,1)) = 0
5961

6062
// [Header(Rimlights)]
6163
[Enum(Off,0,Add,1)] _RimLight("RimLight blend",Int) = 1
@@ -103,10 +105,15 @@ Shader "ACiiL/toon/ACLS_Toon_Solid" {
103105
_indirectAlbedoMaxAveScale("Indirect albedo maxAve Scale",Range(0.5,2)) = 1
104106
_indirectGIDirectionalMix("Indirect GI dir mix",Range(0,1)) = 0
105107
_indirectGIBlur("Indirect GI blur",Range(.5,4)) = 1
106-
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 0
107-
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 4
108-
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.1
108+
[Enum(HDR,0,Limit,1)] _forceLightClamp("Force scene Lights Clamp",Int) = 1
109+
[Enum(Real ADD,0,Safe MAX,4)] _BlendOp("Additional lights blending", Float) = 0
110+
_shadowCastMin_black("Dynamic Shadow Removal",Range(0.0,1.0)) = 0.34
109111
[NoScaleOffset] _DynamicShadowMask("Dynamic Shadow mask",2D) = "black" {}
112+
[ToggleUI] _shadowUseCustomRampNDL("_shadowUseCustomRampNDL",Int) = 0
113+
_shadowNDLStep("_shadowNDLStep",Range(0,1)) = 0.52
114+
_shadowNDLFeather("_shadowNDLFeather",Range(0,1)) = 0.025
115+
_shadowMaskPinch("_shadowMaskPinch",Range(0,1)) = 0
116+
[IntRange] _shadowSplits("_shadowMaskPinch",Range(0,10)) = 0
110117

111118
// [Header(Light Map Shift Masks)]
112119
[Enum(Off,0,On,1,Use Vertex Color Red,2)] _UseLightMap("Light Map mode", Int) = 0

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