wip : Liminal spaces + Tidy up

This commit is contained in:
2026-05-22 11:59:09 +01:00
parent a47cebc99b
commit cb0bcb5df3
76 changed files with 7438 additions and 15195 deletions
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m_Name:
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_speedThreshold: 12
_maxSpeedForEffect: 22
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@@ -0,0 +1,77 @@
// Place this file inside an Editor/ folder in your project
using UnityEditor;
using UnityEngine;
public class ToonBilalEditor : ShaderGUI
{
static readonly System.Collections.Generic.Dictionary<string, string> tooltips = new()
{
{ "_ToonEnabled", "Enables or disables the entire toon filter. When off, the original image is returned with no processing." },
{ "_ShaderWeight", "Global blend weight of the shader. 0 = original image, 1 = full effect." },
{ "_ToonSteps", "Number of brightness bands. 2 = very graphic, 6+ = nearly smooth." },
{ "_ShadowStrength", "Brightness of shadow areas. Lower = darker, moodier shadows like Bilal." },
{ "_HighlightBoost", "Multiplier applied to bright areas. Higher = near-white blown-out highlights like Bilal's lit zones." },
{ "_HighlightThreshold", "Brightness level above which highlights get blown out. Lower = more surfaces affected." },
{ "_OutlineThickness", "Base outline thickness in pixels." },
{ "_OutlineThicknessVar", "World-space random thickness variation. 0 = uniform, 1 = organic hand-drawn look." },
{ "_DepthThreshold", "Depth outline detection threshold in meters (linearized). Higher = only detects strong silhouettes, ignores polygon edges." },
{ "_ColorThreshold", "Color outline detection threshold. Lower = more outlines detected." },
{ "_DepthOutlineStrength", "Strength of depth-detected outlines (silhouettes, geometric edges)." },
{ "_ColorOutlineStrength", "Strength of color-detected outlines (material changes)." },
{ "_OutlineSoftness", "Blends between thin (0) and thick soft (1) outlines." },
{ "_OutlineColorBlend", "How much surface color bleeds into the outline. 0 = black, 1 = colored." },
{ "_OutlineDarken", "Darkens the surface color for the outline. 1 = fully black." },
{ "_OutlineDistanceFade", "Distance in meters at which outlines fully fade out. Prevents polygon edges from showing on distant geometry." },
{ "_OutlineFadeStart", "Brightness at which outlines start fading on bright surfaces." },
{ "_OutlineFadeEnd", "Brightness at which outlines are fully gone on bright surfaces." },
{ "_OutlineFadeStrength", "Strength of outline fade on bright areas." },
{ "_OutlineBrightMin", "Minimum outline visibility even on very bright surfaces." },
{ "_HatchTex", "Hatching texture (black strokes on white). Use a pencil or pen texture." },
{ "_HatchScale", "World-space scale of hatching layer 1." },
{ "_HatchStrength", "Global hatching intensity. 0 = none, 1 = full." },
{ "_HatchThreshold", "Shadow threshold for hatching. Higher = hatching only in darkest zones." },
{ "_CurvatureStrength", "Amplifies detected curvature. Higher = more hatching on rounded surfaces." },
{ "_FlatSurface", "Minimum hatching on flat surfaces. 0 = flat surfaces fully hatched too." },
{ "_HatchScale2", "Scale of cross-hatch layer 2, rotated to a different angle." },
{ "_HatchScale3", "Scale of third hatch layer, used in very dark and curved zones." },
{ "_HatchRotation", "Rotation angle in radians between hatch layers. 0.785 ≈ 45°." },
{ "_HatchLayerBlend", "Base blend toward cross-hatch. Increases automatically in darker zones." },
{ "_HatchOrganicNoise", "Organic deformation via FBM noise. 0 = rigid, 1 = wavy hand-drawn." },
{ "_HatchOrganicScale", "Scale of organic deformation noise." },
{ "_HatchDensityCurve", "Density curve shape. Lower = wider shadow coverage." },
{ "_TriplanarSharpness", "Sharpness of triplanar projection blending." },
{ "_HatchColorBlend", "Surface color blend into hatching. 0 = black strokes, 1 = colored strokes." },
{ "_HatchDarken", "Darkens surface color for hatching strokes." },
{ "_HatchGrainScale", "Scale of world-space paper grain on hatching." },
{ "_HatchGrainStrength", "Strength of paper grain blended into hatching." },
{ "_HatchPressure", "Simulated pen pressure variation. 0 = uniform, 1 = irregular." },
{ "_BrushTex", "Brush texture for gouache shadow areas." },
{ "_GouacheScale", "World-space scale of gouache brush texture." },
{ "_GouacheStrength", "Strength of gouache effect in shadow areas." },
{ "_GouacheThreshold", "Brightness below which gouache activates." },
{ "_GouacheSaturation", "Saturation boost in gouache areas. >1 = richer colors." },
{ "_GouachePosterize", "Posterization steps for gouache. 1 = flat, 6 = continuous." },
{ "_GouacheBlend", "Blend between hatching and gouache in dark zones." },
};
public override void OnGUI(MaterialEditor editor, MaterialProperty[] props)
{
foreach (var prop in props)
{
string tooltip = tooltips.ContainsKey(prop.name) ? tooltips[prop.name] : prop.displayName;
GUIContent label = new GUIContent(prop.displayName, tooltip);
editor.ShaderProperty(prop, label);
}
EditorGUILayout.Space();
editor.RenderQueueField();
editor.EnableInstancingField();
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7439eb45dacc6d94a974b63ec94e8255
@@ -3,11 +3,11 @@ using UnityEngine;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Animates the sand terrain rising from below the corridor floor
/// based on the player's progression through the corridor.
/// Animates the sand terrain shader progression based on the player's
/// advancement through the corridor.
///
/// The terrain starts buried underground and slowly emerges as the
/// player advances, simulating sand flooding the corridor from below.
/// Drives the _Progression float on the sand material from 0 to 1,
/// simulating sand flooding the corridor as the player advances.
/// </summary>
public class SandTerrainController : MonoBehaviour
{
@@ -19,23 +19,22 @@ namespace Unheimlich.World.HouseOfLeaves
[Tooltip("The HouseOfLeavesController driving the progression value.")]
[SerializeField] private HouseOfLeavesController _controller;
[Tooltip("The sand terrain Transform to animate.")]
[Tooltip("The sand terrain Transform holding the sand material.")]
[SerializeField] private Transform _sandTerrain;
[Header("Rise Settings")]
[Tooltip("Y position of the terrain at the start (buried underground).")]
[SerializeField] private float _startY = -4f;
[Tooltip("Y position of the terrain at full progression (emerged).")]
[SerializeField] private float _endY = 0.5f;
[Tooltip("Lerp speed applied to the vertical movement each frame.")]
[SerializeField] private float _lerpSpeed = 2f;
[Tooltip("Animation curve mapping progression [0,1] to rise amount [0,1]. " +
"Use this to delay the rise until mid-corridor for example.")]
[Header("Progression Settings")]
[Tooltip("Animation curve mapping progression [0,1] to shader value [0,1]. " +
"Use this to delay or ease the sand appearance.")]
[SerializeField] private AnimationCurve _riseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private Renderer _renderer;
private static readonly int ProgressionID = Shader.PropertyToID("_Progression");
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
@@ -54,22 +53,24 @@ namespace Unheimlich.World.HouseOfLeaves
return;
}
// Initialize position immediately without lerp.
Vector3 startPos = _sandTerrain.position;
startPos.y = _startY;
_sandTerrain.position = startPos;
_renderer = _sandTerrain.GetComponent<Renderer>();
if (_renderer == null)
{
Debug.LogError("[SandTerrainController] No Renderer found on sand terrain.");
return;
}
// Initialize shader progression to zero.
_renderer.material.SetFloat(ProgressionID, 0f);
}
private void Update()
{
if (_controller == null || _sandTerrain == null) return;
if (_controller == null || _renderer == null) return;
float t = _riseCurve.Evaluate(_controller.Progression);
float targetY = Mathf.Lerp(_startY, _endY, t);
Vector3 pos = _sandTerrain.position;
pos.y = Mathf.Lerp(pos.y, targetY, Time.deltaTime * _lerpSpeed);
_sandTerrain.position = pos;
_renderer.material.SetFloat(ProgressionID, t);
}
}
}
@@ -175,7 +175,7 @@ public class ScarecrowFire : MonoBehaviour
el.VFX.SetActive(true);
Vector3 startScale = el.VFX.transform.localScale;
Vector3 startScale = Vector3.zero;
Vector3 targetScale = el.OriginalScale;
float elapsed = 0f;
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@@ -3,52 +3,57 @@ Shader "Custom/ToonBilal"
Properties
{
[Header(Global)]
[Toggle] _ToonEnabled ("Enable Toon Filter", Float) = 1
_ShaderWeight ("Shader Weight", Range(0,1)) = 1.0
[Header(Toon Shading)]
_ToonSteps ("Toon Steps", Float) = 3
_ShadowStrength ("Shadow Strength", Range(0,1)) = 0.3
_ToonSteps ("Toon Steps", Float) = 4
_ShadowStrength ("Shadow Strength", Range(0,1)) = 0.15
_HighlightBoost ("Highlight Boost", Range(1,3)) = 1.6
_HighlightThreshold ("Highlight Threshold", Range(0,1)) = 0.65
[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
_DepthThreshold ("Depth Outline Threshold", Range(0,2)) = 0.3
_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
_OutlineDistanceFade ("Outline Distance Fade", Range(0,100)) = 30.0
[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
_OutlineBrightMin ("Outline Bright Min Visibility", Range(0,1)) = 0.2
[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
_HatchStrength ("Hatch Strength", Range(0,1)) = 0.95
_HatchThreshold ("Hatch Shadow Threshold", Range(0,1)) = 0.75
_CurvatureStrength ("Curvature Strength", Range(0,5)) = 2.0
_FlatSurface ("Flat Surface Reduction", Range(0,1)) = 0.3
[Header(Organic Hatching)]
_HatchScale2 ("Hatch Scale Layer 2", Float) = 0.17
_HatchScale3 ("Hatch Scale Layer 3", Float) = 0.22
_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
_HatchLayerBlend ("Hatch Layer Blend", Range(0,1)) = 0.8
_HatchOrganicNoise ("Hatch Organic Noise", Range(0,1)) = 0.5
_HatchOrganicScale ("Hatch Organic Noise Scale", Float) = 2.0
_HatchDensityCurve ("Hatch Density Curve", Range(0.1,5)) = 2.0
_HatchDensityCurve ("Hatch Density Curve", Range(0.1,5)) = 1.0
_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
_HatchColorBlend ("Hatch Color From Surface", Range(0,1)) = 0.5
_HatchDarken ("Hatch Darken Amount", Range(0,1)) = 0.85
_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
_HatchGrainStrength ("Hatch Grain Strength", Range(0,1)) = 0.25
_HatchPressure ("Hatch Pressure Variation", Range(0,1)) = 0.5
[Header(Gouache Shadow)]
_BrushTex ("Brush Texture", 2D) = "white" {}
@@ -72,13 +77,18 @@ Shader "Custom/ToonBilal"
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.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _ToonEnabled;
float _ShaderWeight;
float _ToonSteps;
float _ShadowStrength;
float _HighlightBoost;
float _HighlightThreshold;
float _OutlineThickness;
float _OutlineThicknessVar;
float _DepthThreshold;
@@ -88,12 +98,14 @@ Shader "Custom/ToonBilal"
float _OutlineSoftness;
float _OutlineColorBlend;
float _OutlineDarken;
float _OutlineDistanceFade;
float _OutlineFadeStart;
float _OutlineFadeEnd;
float _OutlineFadeStrength;
float _OutlineBrightMin;
float _HatchScale;
float _HatchScale2;
float _HatchScale3;
float _HatchStrength;
float _HatchThreshold;
float _CurvatureStrength;
@@ -187,6 +199,12 @@ Shader "Custom/ToonBilal"
return saturate((length(nr-n0)+length(nu-n0)+length(nl-n0)+length(nd-n0)) * _CurvatureStrength);
}
// Linearizes the depth buffer — returns consistent meter values across the scene
float LinearizeDepth(float rawDepth)
{
return LinearEyeDepth(rawDepth, _ZBufferParams);
}
float2 RotateUV(float2 uv, float angle)
{
float s = sin(angle);
@@ -194,28 +212,26 @@ Shader "Custom/ToonBilal"
return float2(uv.x * c - uv.y * s, uv.x * s + uv.y * c);
}
// ─── SATURATION ──────────────────────────────────────────
// ─── 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 ───────────────────────────────────────
// ─── PENCIL COLOR ────────────────────────────────────────
half3 PencilColor(half3 surfaceCol, float darken, float colorBlend)
{
half3 darkSurface = surfaceCol * (1.0 - darken);
return lerp(half3(0,0,0), darkSurface, colorBlend);
}
// ─── GOUACHE SHADOW ───────────────────────────────────────
// ─── 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);
@@ -225,79 +241,128 @@ Shader "Custom/ToonBilal"
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;
return lerp(col, gouacheCol * brushMask, shadowMask * _GouacheStrength);
}
// ─── HACHURES TRIPLANAR ───────────────────────────────────
float OrganicHatch(float3 worldPos, float3 worldNormal, float shadowAmount, float curvature, float2 screenUV)
// ─── TRIPLANAR HATCHING ───────────────────────────────────
// Normal-oriented UVs: rotates hatch UVs based on surface normal direction
// so each face gets its own stroke orientation — anchored to world geometry
float2 NormalOrientedUV(float3 worldPos, float3 normal, float3 tangent, float3 bitangent, float scale)
{
return float2(dot(worldPos, tangent), dot(worldPos, bitangent)) * scale;
}
float OrganicHatch(float3 worldPos, float3 worldNormal, float shadowAmount, float curvature, float2 screenUV, float toonEdge)
{
float3 weights = pow(abs(worldNormal), _TriplanarSharpness);
weights /= (weights.x + weights.y + weights.z + 0.0001);
float2 uvX = worldPos.yz * _HatchScale;
// Organic deformation — world-space only
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));
// World-space grain and pressure — stable under camera movement
float grain = SmoothNoise(worldPos.xz * _HatchGrainScale * 0.01);
float pressure = SmoothNoise(worldPos.xy * _HatchGrainScale * 0.003 + 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;
// ── Layer 1: normal-oriented per face
// Build per-face tangent frames so strokes follow surface orientation
float3 upX = abs(worldNormal.x) > 0.9 ? float3(0,1,0) : float3(1,0,0);
float3 tX = normalize(cross(upX, float3(1,0,0)));
float3 bX = normalize(cross(float3(1,0,0), tX));
float3 upY = float3(1,0,0);
float3 tY = normalize(cross(upY, float3(0,1,0)));
float3 bY = normalize(cross(float3(0,1,0), tY));
float3 upZ = abs(worldNormal.z) > 0.9 ? float3(0,1,0) : float3(0,0,1);
float3 tZ = normalize(cross(upZ, float3(0,0,1)));
float3 bZ = normalize(cross(float3(0,0,1), tZ));
float2 uvX1 = NormalOrientedUV(worldPos, worldNormal, tX, bX, _HatchScale) + off;
float2 uvY1 = NormalOrientedUV(worldPos, worldNormal, tY, bY, _HatchScale) + off;
float2 uvZ1 = NormalOrientedUV(worldPos, worldNormal, tZ, bZ, _HatchScale) + off;
float h1X = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvX1).r;
float h1Y = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvY1).r;
float h1Z = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvZ1).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;
// ── Layer 2: rotated for cross-hatching
float2 uvX2 = RotateUV(NormalOrientedUV(worldPos, worldNormal, tX, bX, _HatchScale2), _HatchRotation) + off * 0.5;
float2 uvY2 = RotateUV(NormalOrientedUV(worldPos, worldNormal, tY, bY, _HatchScale2), _HatchRotation) + off * 0.5;
float2 uvZ2 = RotateUV(NormalOrientedUV(worldPos, worldNormal, tZ, bZ, _HatchScale2), _HatchRotation) + off * 0.5;
float h2X = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvX2).r;
float h2Y = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvY2).r;
float h2Z = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvZ2).r;
float h2 = h2X * weights.x + h2Y * weights.y + h2Z * weights.z;
float layerBlend = lerp(_HatchLayerBlend, 1.0, shadowAmount);
float hatch = lerp(h1, min(h1, h2), layerBlend);
// ── Layer 3: third angle for very dark/curved zones
float angle3 = _HatchRotation * 1.7;
float2 uvX3 = RotateUV(NormalOrientedUV(worldPos, worldNormal, tX, bX, _HatchScale3), angle3) + off * 0.3;
float2 uvY3 = RotateUV(NormalOrientedUV(worldPos, worldNormal, tY, bY, _HatchScale3), angle3) + off * 0.3;
float2 uvZ3 = RotateUV(NormalOrientedUV(worldPos, worldNormal, tZ, bZ, _HatchScale3), angle3) + off * 0.3;
float h3X = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvX3).r;
float h3Y = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvY3).r;
float h3Z = SAMPLE_TEXTURE2D(_HatchTex, sampler_HatchTex, uvZ3).r;
float h3 = h3X * weights.x + h3Y * weights.y + h3Z * weights.z;
// Shadow-driven layer blending — more layers in darker/curved zones
float darkness = 1.0 - shadowAmount;
float blend12 = lerp(_HatchLayerBlend, 1.0, saturate(darkness * 1.5 + curvature));
float blend3 = saturate((darkness - 0.4) * 2.0 + curvature * 0.8 + toonEdge);
float hatch = lerp(h1, min(h1, h2), blend12);
hatch = lerp(hatch, min(hatch, h3), blend3);
hatch = saturate(hatch + grain * _HatchGrainStrength);
float shadowMask = pow(1.0 - smoothstep(0.0, _HatchThreshold, 1.0 - shadowAmount), _HatchDensityCurve);
float curvatureMask = lerp(_FlatSurface, 1.0, curvature);
// Shadow mask — wider in dark zones, boosted at toon edges and curves
float shadowMask = pow(smoothstep(_HatchThreshold, 0.0, shadowAmount), _HatchDensityCurve);
float edgeMask = saturate(toonEdge * 2.0 + curvature);
shadowMask = saturate(shadowMask + edgeMask * 0.6);
return shadowMask * curvatureMask * _HatchStrength * pressureVar * (1.0 - hatch);
float curvatureMask = lerp(_FlatSurface, 1.0, saturate(curvature * 2.0));
float curvatureBoost = 1.0 + curvature * 1.2;
// Traits noirs sur fond blanc: hatch value IS the stroke
return shadowMask * curvatureMask * _HatchStrength * pressureVar * hatch * curvatureBoost;
}
// ─── FRAGMENT ────────────────────────────────────────────
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float2 texelBase = float2(1.0 / _ScreenParams.x, 1.0 / _ScreenParams.y);
half3 col = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv).rgb;
float2 texelBase = float2(1.0 / _ScreenParams.x, 1.0 / _ScreenParams.y);
float lum = dot(col, float3(0.299, 0.587, 0.114));
// ── Outlines avec épaisseur variable
float noiseThick = SmoothNoise(uv * 80.0);
float thicknessVar = lerp(1.0, noiseThick * 2.0, _OutlineThicknessVar);
// ── World space — computed early, used throughout
float rawDepth = SampleSceneDepth(uv);
float linDepth = LinearizeDepth(rawDepth);
float3 worldPos = ReconstructWorldPos(uv, rawDepth);
float3 worldNormal = SampleSceneNormals(uv);
float curvature = ComputeCurvature(uv, texelBase);
// ── Outlines with variable thickness, fading with distance
float distanceFade = 1.0 - saturate(linDepth / _OutlineDistanceFade);
float noiseThick = SmoothNoise(worldPos.xz * 2.0);
float thicknessVar = lerp(1.0, noiseThick * 2.0, _OutlineThicknessVar) * distanceFade;
float2 texelThin = texelBase * _OutlineThickness * 0.5 * thicknessVar;
float2 texelThick = texelBase * _OutlineThickness * 1.5 * thicknessVar;
@@ -328,55 +393,62 @@ Shader "Custom/ToonBilal"
float colorEdge = lerp(colorEdgeInner, colorEdgeOuter * 0.5, _OutlineSoftness);
colorEdge = step(_ColorThreshold, colorEdge) * _ColorOutlineStrength;
// Linearized depth outlines — consistent threshold in meters, not raw buffer
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 dn = LinearizeDepth(SampleSceneDepth(uv + float2(0, texelOutline.y)));
float ds = LinearizeDepth(SampleSceneDepth(uv - float2(0, texelOutline.y)));
float de = LinearizeDepth(SampleSceneDepth(uv + float2(texelOutline.x, 0)));
float dw = LinearizeDepth(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);
depthEdge *= distanceFade;
float edge = saturate(depthEdge + colorEdge);
// ── Toon shading
// ── Toon shading with highlight boost (Bilal: near-white highlights)
float toon = floor(lum * _ToonSteps) / _ToonSteps;
toon = lerp(_ShadowStrength, 1.0, toon);
half3 toonCol = col * toon;
// ── World space
float depth = SampleSceneDepth(uv);
float3 worldPos = ReconstructWorldPos(uv, depth);
float3 worldNormal = ReconstructNormal(uv, texelBase);
float curvature = ComputeCurvature(uv, texelBase);
// Blow out highlights — bright zones go nearly white like Bilal
float highlightMask = smoothstep(_HighlightThreshold, 1.0, lum);
toonCol = lerp(toonCol, toonCol * _HighlightBoost, highlightMask);
toonCol = min(toonCol, 1.2); // allow slight overexposure
// ── Gouache dans les zones sombres — appliqué avant les hachures
// ── Gouache in dark areas
toonCol = ApplyGouache(toonCol, worldPos, lum, curvature);
// ── Hachures par dessus la gouache
float shadowAmount = 1.0 - lum;
float hatchBlend = OrganicHatch(worldPos, worldNormal, shadowAmount, curvature, uv);
// ── Hatching — fully world-space, stable under camera movement
float3 lightDir = normalize(float3(1, -1, 1));
float toonEdge = saturate(fwidth(floor(lum * _ToonSteps)) * 10.0);
float hatchBoost = saturate(toonEdge + curvature * 0.5);
float shadowAmount = saturate(dot(worldNormal, -lightDir) + hatchBoost * 0.4);
float hatchBlend = OrganicHatch(worldPos, worldNormal, shadowAmount, curvature, uv, toonEdge);
// Dans les zones très sombres on réduit les hachures (la gouache prend le relais)
float gouacheMask = 1.0 - smoothstep(0.0, _GouacheThreshold, lum);
hatchBlend *= lerp(1.0, 1.0 - _GouacheBlend, gouacheMask);
// Hatch fades in bright zones — highlights stay clean
hatchBlend *= 1.0 - highlightMask * 0.8;
half3 hatchCol = PencilColor(col, _HatchDarken, _HatchColorBlend);
toonCol = lerp(toonCol, hatchCol, hatchBlend);
// ── Outline fade
// ── Outline fade on bright surfaces
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);
finalCol = lerp(col, finalCol, _ShaderWeight * _ToonEnabled);
return half4(finalCol, 1);
}
ENDHLSL
}
}
CustomEditor "ToonBilalEditor"
}
@@ -35,12 +35,6 @@ namespace OctoCore.Components
public PlayerModes Mode = PlayerModes.FirstPerson;
public Orientations Orientation = Orientations.Camera;
[Tooltip("Allow position movement.")]
public bool AllowMove = true;
[Tooltip("Allow looking around.")]
public bool AllowLook = true;
[Tooltip("Walk speed (km/h).")]
public float WalkSpeed = 10;
@@ -407,8 +401,6 @@ namespace OctoCore.Components
{
Vector2 delta = (State.IsPaused || !State.IsFocussed) ? Vector2.zero : _lookInput;
if (_settings.AllowLook)
{
float mouseX = delta.x * _firstPerson.SensitivityX;
float mouseY = delta.y * _firstPerson.SensitivityY * -1;
@@ -39,7 +39,7 @@ namespace OctoCore.Components
[Tooltip("Type of animation loop")]
public AnimationType Type = AnimationType.PingPong;
[Tooltip("TCenter of animation")]
[Tooltip("Center of animation")]
public AnimationBalance Balance = AnimationBalance.Centered;
[Tooltip("Custom animation curve")]
@@ -48,10 +48,13 @@ namespace OctoCore.Components
[Tooltip("Play on Awake")]
public bool PlayOnAwake = true;
[Tooltip("Delay before playing (seconds)")]
public float Delay = 0f;
[Tooltip("Random Time Offset")]
public bool RandomOffset = true;
[Tooltip("Animation speed multiplier")]
[Tooltip("Animation duration (seconds)")]
public float Duration = 4;
[Tooltip("Cycle offset to desynchronize multiple animations")]
@@ -95,7 +98,15 @@ namespace OctoCore.Components
void OnEnable()
{
_timeOffset = Time.timeSinceLevelLoad;
_started = _settings.PlayOnAwake;
_started = false;
if (_settings.PlayOnAwake)
{
if (_settings.Delay > 0f)
StartCoroutine(DelayedStart());
else
_started = true;
}
}
void Start()
@@ -114,15 +125,16 @@ namespace OctoCore.Components
if (_state.IsFinished || !_started)
return;
_state.CurrentTime = Time.timeSinceLevelLoad + _settings.CycleOffset * _settings.Duration - _timeOffset + (_settings.RandomOffset ? transform.GetSiblingIndex() * 6.7f : 0);
_state.CurrentTime = Time.timeSinceLevelLoad + _settings.CycleOffset * _settings.Duration - _timeOffset
+ (_settings.RandomOffset ? transform.GetSiblingIndex() * 6.7f : 0);
float normalizedTime = GetNormalizedTime(_state.CurrentTime);
float easedTime = ApplyEasing(normalizedTime);
float balanceTime = ApplyBalance(easedTime);
float balancedTime = ApplyBalance(easedTime);
ApplyTranslation(balanceTime);
ApplyRotation(balanceTime);
ApplyScale(balanceTime);
ApplyTranslation(balancedTime);
ApplyRotation(balancedTime);
ApplyScale(balancedTime);
}
/// <summary>
@@ -156,6 +168,16 @@ namespace OctoCore.Components
enabled = !paused;
}
/// <summary>
/// Waits for the configured delay then starts the animation.
/// </summary>
private System.Collections.IEnumerator DelayedStart()
{
yield return new WaitForSeconds(_settings.Delay);
_timeOffset = Time.timeSinceLevelLoad;
_started = true;
}
/// <summary>
/// Gets normalized time [0,1] based on animation type.
/// </summary>
@@ -188,6 +210,9 @@ namespace OctoCore.Components
}
}
/// <summary>
/// Applies balance offset to eased time.
/// </summary>
private float ApplyBalance(float time)
{
switch (_settings.Balance)
@@ -211,7 +236,7 @@ namespace OctoCore.Components
switch (_settings.Type)
{
default:
return _settings.Curve.Evaluate(time); ;
return _settings.Curve.Evaluate(time);
case AnimationType.Constant:
return time;
@@ -243,6 +268,7 @@ namespace OctoCore.Components
Vector3 rotation = _settings.Rotation * time;
Quaternion rotationOffset = Quaternion.Euler(rotation);
if (_settings.Space == AnimationSpace.Local)
rotationOffset = _state.InitialRotation * rotationOffset;
else