프로젝트 버전 업그레이드 및 빌드 테스트

This commit is contained in:
정영민
2025-03-24 10:38:28 +09:00
parent 6b19958ff7
commit 913f3efe61
388 changed files with 92890 additions and 11465 deletions

View File

@@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0);
float bold = step(v.texcoord.w, 0);
// Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex);
@@ -20,42 +20,22 @@ void VertShader(inout appdata_full v, out Input data)
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale;
#endif
//float opacity = v.color.a;
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}
void PixShader(Input input, inout SurfaceOutput o)
{
#if USE_DERIVATIVE | BEVEL_ON
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
#endif
#if USE_DERIVATIVE
// Screen space scaling reciprocal with anisotropic correction
float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
float2 tdx = ddx(input.uv_MainTex)*res;
float2 tdy = ddy(input.uv_MainTex)*res;
float lx = length(tdx);
float ly = length(tdy);
float s = sqrt(min(lx, ly) / max(lx, ly));
s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
#else
float scale = input.param.y;
#endif
@@ -76,8 +56,14 @@ void PixShader(Input input, inout SurfaceOutput o)
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
faceColor.rgb /= max(faceColor.a, 0.0001);
#if BEVEL_ON
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
// Face Normal
float3 n = GetSurfaceNormal(smp4x, input.param.x);
@@ -95,8 +81,6 @@ void PixShader(Input input, inout SurfaceOutput o)
float3 emission = float3(0, 0, 0);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a;