Test : Toon shader

This commit is contained in:
2026-04-22 13:31:45 +01:00
parent 5739293a06
commit 4070916c1f
90 changed files with 9426 additions and 107 deletions
+38 -29
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Shader "Custom/ToonBilal"
{
Properties
{
[Header(Global)]
_ShaderWeight ("Shader Weight", Range(0,1)) = 1.0
[Header(Toon Shading)]
_ToonSteps ("Toon Steps", Float) = 3
_ShadowStrength ("Shadow Strength", Range(0,1)) = 0.3
[Header(Pencil Outlines)]
_OutlineThickness ("Outline Thickness", Float) = 2.0
_OutlineThicknessVar ("Outline Thickness Variation", Range(0,1)) = 0.4
_DepthThreshold ("Depth Outline Threshold", Range(0,0.1)) = 0.01
_ColorThreshold ("Color Outline Threshold", Range(0,1)) = 0.2
_DepthOutlineStrength ("Depth Outline Strength", Range(0,1)) = 1.0
_ColorOutlineStrength ("Color Outline Strength", Range(0,1)) = 0.5
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0.6
_OutlineColorBlend ("Outline Color From Surface", Range(0,1)) = 0.5
_OutlineDarken ("Outline Darken Amount", Range(0,1)) = 0.7
[Header(Outline Brightness Fade)]
_OutlineFadeStart ("Outline Fade Start", Range(0,1)) = 0.4
_OutlineFadeEnd ("Outline Fade End", Range(0,1)) = 0.9
_OutlineFadeStrength ("Outline Fade Strength", Range(0,1)) = 1.0
_OutlineBrightMin ("Outline Bright Min Visibility", Range(0,1)) = 0.4
[Header(Hatching)]
_HatchTex ("Hatching Texture", 2D) = "white" {}
_HatchScale ("Hatch Scale", Float) = 0.3
_HatchStrength ("Hatch Strength", Range(0,1)) = 0.6
_HatchThreshold ("Hatch Shadow Threshold", Range(0,1)) = 0.5
_CurvatureStrength ("Curvature Strength", Range(0,5)) = 1.5
_FlatSurface ("Flat Surface Reduction", Range(0,1)) = 0.15
[Header(Organic Hatching)]
_HatchScale2 ("Hatch Scale Layer 2", Float) = 0.17
_HatchRotation ("Hatch Rotation", Range(0,3.14159)) = 0.785
_HatchLayerBlend ("Hatch Layer Blend", Range(0,1)) = 0.5
_HatchOrganicNoise ("Hatch Organic Noise", Range(0,1)) = 0.4
_HatchOrganicScale ("Hatch Organic Noise Scale", Float) = 2.0
_HatchDensityCurve ("Hatch Density Curve", Range(0.1,5)) = 2.0
_TriplanarSharpness ("Triplanar Sharpness", Range(1,8)) = 2.0
[Header(Pencil Hatching)]
_HatchColorBlend ("Hatch Color From Surface", Range(0,1)) = 0.6
_HatchDarken ("Hatch Darken Amount", Range(0,1)) = 0.75
_HatchGrainScale ("Hatch Grain Scale", Float) = 120.0
_HatchGrainStrength ("Hatch Grain Strength", Range(0,1)) = 0.3
_HatchPressure ("Hatch Pressure Variation", Range(0,1)) = 0.4
[Header(Gouache Shadow)]
_BrushTex ("Brush Texture", 2D) = "white" {}
_GouacheScale ("Gouache Scale", Float) = 0.8
_GouacheStrength ("Gouache Strength", Range(0,1)) = 0.7
_GouacheThreshold ("Gouache Shadow Threshold", Range(0,1)) = 0.35
_GouacheSaturation ("Gouache Saturation Boost", Range(0,2)) = 1.3
_GouachePosterize ("Gouache Posterize Steps", Range(1,6)) = 3.0
_GouacheBlend ("Gouache Blend With Hatch", Range(0,1)) = 0.6
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
ZWrite Off ZTest Always Cull Off
Pass
{
Name "ToonBilalPass"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _ShaderWeight;
float _ToonSteps;
float _ShadowStrength;
float _OutlineThickness;
float _OutlineThicknessVar;
float _DepthThreshold;
float _ColorThreshold;
float _DepthOutlineStrength;
float _ColorOutlineStrength;
float _OutlineSoftness;
float _OutlineColorBlend;
float _OutlineDarken;
float _OutlineFadeStart;
float _OutlineFadeEnd;
float _OutlineFadeStrength;
float _OutlineBrightMin;
float _HatchScale;
float _HatchScale2;
float _HatchStrength;
float _HatchThreshold;
float _CurvatureStrength;
float _FlatSurface;
float _HatchRotation;
float _HatchLayerBlend;
float _HatchOrganicNoise;
float _HatchOrganicScale;
float _HatchDensityCurve;
float _TriplanarSharpness;
float _HatchColorBlend;
float _HatchDarken;
float _HatchGrainScale;
float _HatchGrainStrength;
float _HatchPressure;
float _GouacheScale;
float _GouacheStrength;
float _GouacheThreshold;
float _GouacheSaturation;
float _GouachePosterize;
float _GouacheBlend;
TEXTURE2D(_HatchTex);
SAMPLER(sampler_HatchTex);
TEXTURE2D(_BrushTex);
SAMPLER(sampler_BrushTex);
// ─── NOISE ───────────────────────────────────────────────
float Hash21(float2 p)
{
p = frac(p * float2(234.34, 435.345));
p += dot(p, p + 34.23);
return frac(p.x * p.y);
}
float SmoothNoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
f = f * f * (3.0 - 2.0 * f);
return lerp(
lerp(Hash21(i), Hash21(i + float2(1,0)), f.x),
lerp(Hash21(i + float2(0,1)), Hash21(i + float2(1,1)), f.x),
f.y
);
}
float FBM(float2 p)
{
float v = 0.0;
float a = 0.5;
float2 shift = float2(100.0, 100.0);
for (int i = 0; i < 4; i++)
{
v += a * SmoothNoise(p);
p = p * 2.0 + shift;
a *= 0.5;
}
return v;
}
// ─── RECONSTRUCTION ──────────────────────────────────────
float3 ReconstructWorldPos(float2 uv, float depth)
{
float4 clipPos = float4(uv * 2.0 - 1.0, depth, 1.0);
#if UNITY_UV_STARTS_AT_TOP
clipPos.y = -clipPos.y;
#endif
float4 worldPos = mul(UNITY_MATRIX_I_VP, clipPos);
return worldPos.xyz / worldPos.w;
}
float3 ReconstructNormal(float2 uv, float2 texel)
{
float d0 = SampleSceneDepth(uv);
float dr = SampleSceneDepth(uv + float2(texel.x, 0));
float du = SampleSceneDepth(uv + float2(0, texel.y));
float3 p0 = ReconstructWorldPos(uv, d0);
float3 pr = ReconstructWorldPos(uv + float2(texel.x, 0), dr);
float3 pu = ReconstructWorldPos(uv + float2(0, texel.y), du);
return normalize(cross(pr - p0, pu - p0));
}
float ComputeCurvature(float2 uv, float2 texel)
{
float3 n0 = ReconstructNormal(uv, texel);
float3 nr = ReconstructNormal(uv + float2(texel.x * 2.0, 0), texel);
float3 nu = ReconstructNormal(uv + float2(0, texel.y * 2.0), texel);
float3 nl = ReconstructNormal(uv - float2(texel.x * 2.0, 0), texel);
float3 nd = ReconstructNormal(uv - float2(0, texel.y * 2.0), texel);
return saturate((length(nr-n0)+length(nu-n0)+length(nl-n0)+length(nd-n0)) * _CurvatureStrength);
}
float2 RotateUV(float2 uv, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float2(uv.x * c - uv.y * s, uv.x * s + uv.y * c);
}
// ─── SATURATION ──────────────────────────────────────────
half3 AdjustSaturation(half3 col, float saturation)
{
float lum = dot(col, float3(0.299, 0.587, 0.114));
return lerp(half3(lum, lum, lum), col, saturation);
}
// ─── COULEUR CRAYON ───────────────────────────────────────
half3 PencilColor(half3 surfaceCol, float darken, float colorBlend)
{
half3 darkSurface = surfaceCol * (1.0 - darken);
return lerp(half3(0,0,0), darkSurface, colorBlend);
}
// ─── GOUACHE SHADOW ───────────────────────────────────────
half3 ApplyGouache(half3 col, float3 worldPos, float lum, float curvature)
{
// On est dans la zone sombre ?
float shadowMask = 1.0 - smoothstep(0.0, _GouacheThreshold, lum);
if (shadowMask <= 0.0) return col;
// Brush texture en triplanar pour coller aux surfaces
float2 uvBrush1 = worldPos.xz * _GouacheScale;
float2 uvBrush2 = worldPos.xy * _GouacheScale * 0.7 + float2(3.1, 7.4);
float2 uvBrush3 = worldPos.yz * _GouacheScale * 1.3 + float2(1.7, 2.9);
float b1 = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, uvBrush1).r;
float b2 = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, uvBrush2).r;
float b3 = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, uvBrush3).r;
float brush = (b1 * 0.5 + b2 * 0.3 + b3 * 0.2);
// Posterize la couleur pour effet aplat gouache
float3 gouacheCol = col;
gouacheCol.r = floor(gouacheCol.r * _GouachePosterize) / _GouachePosterize;
gouacheCol.g = floor(gouacheCol.g * _GouachePosterize) / _GouachePosterize;
gouacheCol.b = floor(gouacheCol.b * _GouachePosterize) / _GouachePosterize;
// Boost saturation — les ombres gouache sont riches en couleur
gouacheCol = AdjustSaturation(gouacheCol, _GouacheSaturation);
// La texture de brush module l'opacité de l'aplat
// Zones où le brush est foncé = plus de gouache visible
float brushMask = 1.0 - brush * 0.5;
// Résultat final gouache
half3 result = lerp(col, gouacheCol * brushMask, shadowMask * _GouacheStrength);
return result;
}
// ─── HACHURES TRIPLANAR ───────────────────────────────────
float OrganicHatch(float3 worldPos, float3 worldNormal, float shadowAmount, float curvature, float2 screenUV)
{
float3 weights = pow(abs(worldNormal), _TriplanarSharpness);
weights /= (weights.x + weights.y + weights.z + 0.0001);
float2 uvX = worldPos.yz * _HatchScale;
float2 uvY = worldPos.xz * _HatchScale;
float2 uvZ = worldPos.xy * _HatchScale;
float2 off = float2(
FBM(uvY * _HatchOrganicScale),
FBM(uvY * _HatchOrganicScale + float2(5.2, 1.3))
) * _HatchOrganicNoise;
float grain = SmoothNoise(screenUV * _HatchGrainScale);
float pressure = SmoothNoise(screenUV * _HatchGrainScale * 0.3 + float2(3.7, 8.1));
float pressureVar = lerp(1.0, pressure * 1.5, _HatchPressure);
float h1X = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvX + off).r;
float h1Y = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvY + off).r;
float h1Z = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvZ + off).r;
float h1 = h1X * weights.x + h1Y * weights.y + h1Z * weights.z;
float2 uvX2 = RotateUV(worldPos.yz * _HatchScale2, _HatchRotation) + off * 0.5;
float2 uvY2 = RotateUV(worldPos.xz * _HatchScale2, _HatchRotation) + off * 0.5;
float2 uvZ2 = RotateUV(worldPos.xy * _HatchScale2, _HatchRotation) + off * 0.5;
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float h2Y = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvY2).r;
float h2Z = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvZ2).r;
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// ─── FRAGMENT ────────────────────────────────────────────
half4 Frag(Varyings input) : SV_Target
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half3 cw = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - float2(texelThin.x, 0)).rgb;
float lumN = dot(cn, float3(0.299, 0.587, 0.114));
float lumS = dot(cs, float3(0.299, 0.587, 0.114));
float lumE = dot(ce, float3(0.299, 0.587, 0.114));
float lumW = dot(cw, float3(0.299, 0.587, 0.114));
float lumMax = max(max(lumN, lumS), max(lumE, lumW));
float brightnessForFade = max(lum, lumMax);
half3 cn_n = normalize(cn + 0.001);
half3 cs_n = normalize(cs + 0.001);
half3 ce_n = normalize(ce + 0.001);
half3 cw_n = normalize(cw + 0.001);
float colorEdgeInner = length(cn_n - cs_n) + length(ce_n - cw_n);
half3 cnO = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2(0, texelThick.y)).rgb;
half3 csO = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - float2(0, texelThick.y)).rgb;
half3 ceO = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2(texelThick.x, 0)).rgb;
half3 cwO = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - float2(texelThick.x, 0)).rgb;
float colorEdgeOuter = length(normalize(cnO+0.001) - normalize(csO+0.001)) + length(normalize(ceO+0.001) - normalize(cwO+0.001));
float colorEdge = lerp(colorEdgeInner, colorEdgeOuter * 0.5, _OutlineSoftness);
colorEdge = step(_ColorThreshold, colorEdge) * _ColorOutlineStrength;
float2 texelOutline = texelBase * _OutlineThickness * thicknessVar;
float dn = SampleSceneDepth(uv + float2(0, texelOutline.y));
float ds = SampleSceneDepth(uv - float2(0, texelOutline.y));
float de = SampleSceneDepth(uv + float2(texelOutline.x, 0));
float dw = SampleSceneDepth(uv - float2(texelOutline.x, 0));
float depthRaw = abs(dn-ds) + abs(de-dw);
float depthEdge = smoothstep(_DepthThreshold * 0.5, _DepthThreshold * 2.0, depthRaw) * _DepthOutlineStrength;
depthEdge *= 1.0 - smoothstep(0.5, 0.85, brightnessForFade);
float edge = saturate(depthEdge + colorEdge);
// ── Toon shading
float toon = floor(lum * _ToonSteps) / _ToonSteps;
toon = lerp(_ShadowStrength, 1.0, toon);
half3 toonCol = col * toon;
// ── World space
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float3 worldPos = ReconstructWorldPos(uv, depth);
float3 worldNormal = ReconstructNormal(uv, texelBase);
float curvature = ComputeCurvature(uv, texelBase);
// ── Gouache dans les zones sombres — appliqué avant les hachures
toonCol = ApplyGouache(toonCol, worldPos, lum, curvature);
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float shadowAmount = 1.0 - lum;
float hatchBlend = OrganicHatch(worldPos, worldNormal, shadowAmount, curvature, uv);
// Dans les zones très sombres on réduit les hachures (la gouache prend le relais)
float gouacheMask = 1.0 - smoothstep(0.0, _GouacheThreshold, lum);
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half3 hatchCol = PencilColor(col, _HatchDarken, _HatchColorBlend);
toonCol = lerp(toonCol, hatchCol, hatchBlend);
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float outlineFade = lerp(_OutlineBrightMin, 1.0, 1.0 - smoothstep(_OutlineFadeStart, _OutlineFadeEnd, brightnessForFade));
outlineFade = lerp(1.0, outlineFade, _OutlineFadeStrength);
half3 outlineCol = PencilColor(col, _OutlineDarken, _OutlineColorBlend);
half3 finalCol = lerp(toonCol, outlineCol, edge * outlineFade);
// ── Weight global
finalCol = lerp(col, finalCol, _ShaderWeight);
return half4(finalCol, 1);
}
ENDHLSL
}
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"com.unity.nuget.newtonsoft-json": "3.2.1" "url": "https://packages.unity.com"
}
}, },
"com.coiriergraphics.octocore": { "com.coiriergraphics.octocore": {
"version": "file:OctoCore", "version": "file:OctoCore",
@@ -67,6 +66,16 @@
"source": "builtin", "source": "builtin",
"dependencies": {} "dependencies": {}
}, },
"com.unity.formats.fbx": {
"version": "5.1.5",
"depth": 0,
"source": "registry",
"dependencies": {
"com.autodesk.fbx": "5.1.1",
"com.unity.timeline": "1.7.1"
},
"url": "https://packages.unity.com"
},
"com.unity.ide.rider": { "com.unity.ide.rider": {
"version": "3.0.38", "version": "3.0.38",
"depth": 0, "depth": 0,
@@ -116,13 +125,6 @@
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.nuget.newtonsoft-json": {
"version": "3.2.2",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.probuilder": { "com.unity.probuilder": {
"version": "6.0.8", "version": "6.0.8",
"depth": 0, "depth": 0,
-1
View File
@@ -16,6 +16,5 @@
<Project Path="AK.Wwise.Unity.AddressableInstaller.csproj" /> <Project Path="AK.Wwise.Unity.AddressableInstaller.csproj" />
<Project Path="AK.Wwise.Unity.Utilities.csproj" /> <Project Path="AK.Wwise.Unity.Utilities.csproj" />
<Project Path="Ak.Wwise.Api.WAAPI.csproj" /> <Project Path="Ak.Wwise.Api.WAAPI.csproj" />
<Project Path="Bezi.Editor.csproj" />
<Project Path="AK.Wwise.Unity.AddressableUpdater.csproj" /> <Project Path="AK.Wwise.Unity.AddressableUpdater.csproj" />
</Solution> </Solution>