Project_WL/Assets/ThirdParty/TextMesh Pro/Addressables/Shaders/SDFFunctions.hlsl

179 lines
5.9 KiB
HLSL
Raw Permalink Normal View History

WL 리뉴얼 세션 2026-09-06~07 (#760~#800) — 전투·배경·UI·타격감 (조직 PD 로그 #746~#800 · 대화로그 §14~§24) - 전투: Knight@Attack1~3_S 3콤보(4 컨트롤러·클래스별 서브클립) · 타겟팅 4규칙(정면 우선·재타겟·즉시 공격·어그로 금지 · WLTargetingSettings) · 대쉬 후 공격(Stander@Chase_Start · DashDriver · 5 m · 사정거리+0.8 · 근거리 적 우선) · 공격 이동 FrameTable(발 접지 실측 표 · AttackRootMotion) · 충돌 반경/투사체 0.3 배(WLCollisionTuning) · 무적(임시)·펫 금지(WLGameplaySettings) - 검기: NamuFX Slash_B 배리언트 Effect_WLSwingArc 원 피팅 정합 배치 + 캘리브레이션(SlashArcMeasure · SlashTrailSettings) · 찌르기 Effect_WLStab 대기 · 램프 리본(BladeTrail · WL_BladeRibbon.shader · T_WL_BladeRibbonRamp) 보존(drawRibbon 0) - 타격감: Assets/WL/Feel(WLHitFeel · 히트스톱 0.03 · 셰이크 0.10 m · 몹 펀치 1.12 · Actor.Get_Damage 훅 1줄 · 원본 RealCamera 셰이크 결함 대체) - 배경/맵: LMHPOLY Demo_01~10 → WL_Nature01~10(프리팹·씬·NavMesh·스포너·BattleMapConfig) · 물(ToonWaterU) · 포스트 블룸 0.9/0.3 · 잔디(BruteForce·드레싱) 제거 · 마젠타 머티리얼 URP 변환 - UI: 세로 HUD(WL_HUD · 하단 5메뉴 폭 전체 · 채팅/전투 패드 숨김 · WLIngameUiOverride) · Title/TitleInfo 1080×1920 Expand + 배경 높이 fit(WLBackgroundFit) · 로딩 SortOrder_5(WLRawImageAspectSync · 초점표 8장) · Loading1~8 ASTC 6×6 - 도구: AgentScripts/*(LightProbe · WL_MapSwitch · WL760~WL800 프로브/집행/검증 · 상단 사용법 주석) · 에디터 락 프로토콜 파일(staging) - 제외(별도 커밋 예정): Assets/LMHPOLY(703 MB) · Assets/Feel(422 MB) · Assets/Shinabro(300 MB) — 에셋 스토어/구 WL 팩 원본 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 23:24:25 +00:00
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
}