diff --git a/com.unity.toonshader/Documentation~/images/ShadowmapVariation.gif b/com.unity.toonshader/Documentation~/images/ShadowmapVariation.gif new file mode 100644 index 000000000..7d2a771df Binary files /dev/null and b/com.unity.toonshader/Documentation~/images/ShadowmapVariation.gif differ diff --git a/com.unity.toonshader/Documentation~/index.md b/com.unity.toonshader/Documentation~/index.md index d2e967ee1..559eafa40 100644 --- a/com.unity.toonshader/Documentation~/index.md +++ b/com.unity.toonshader/Documentation~/index.md @@ -3,6 +3,8 @@ 【NEW】 [HDRP Scene/Model Toon EV Adjustment](#ToonEvAdjustmentCurve) +【NEW】 [HDRP Raytrace Shadow](#RaytraceShadow) + [![](images/SDUnitychan_URP.png)](https://www.youtube.com/watch?v=TfZ8B409uqM) [![](images/CRS_VFXJ.png)](https://www.youtube.com/watch?v=p4azFua4rJo) @@ -1063,3 +1065,10 @@ Or, you can apply this feature to a certain model by chosing `GameObject/Toon Sh | `Ignore Volume Exposure` | Ignore the automatic corrections built into HDRP. If this checkbox is On, lights brighter than 1 will result in more blown whites and a much more exaggerated Bloom. However, this method is suitable if you are using Light Culling or similar to shine independent lights of 1lux or less on your character.| | `Light High Cut Filter` | Clips up to 1 lux of light hitting objects with Toon Shader materials.| | `Toon EV adjustment curve` | The correction is done with an editable curve; since it would be impossible for an artist to draw a curve that controls from 0 lux to 130000 lux, EV is used as the brightness unit in this screen. By default, the curve is set to linearly complement the range from -10 EV to -1.32 EV.| +--- + +## 15. 【NEW】 Raytrace Shadow + + +Raytrace Shadow of HDRP is now supported in Unity Toon Shader. This feature is only available for HDRP and only when the DirectX 12 API is selected. +For more information on how to set up Raytrace Shadow, please click [here](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/Ray-Traced-Shadows.html). \ No newline at end of file diff --git a/com.unity.toonshader/Documentation~/ja/index_ja.md b/com.unity.toonshader/Documentation~/ja/index_ja.md index 326db053e..814cd6916 100644 --- a/com.unity.toonshader/Documentation~/ja/index_ja.md +++ b/com.unity.toonshader/Documentation~/ja/index_ja.md @@ -3,6 +3,8 @@ 【NEW】 [HDRP Scene/Model Toon EV Adjustment](#ToonEvAdjustmentCurve) +【NEW】 [HDRP Raytrace Shadow](#RaytraceShadow) + [![](../images/SDUnitychan_URP.png)](https://www.youtube.com/watch?v=TfZ8B409uqM) [![](../images/CRS_VFXJ.png)](https://www.youtube.com/watch?v=p4azFua4rJo) @@ -1037,3 +1039,9 @@ Unity Toon Shader では、Phong Tessellation にのみ対応しています。 | `Light High Cut Filter` | Toon Shader マテリアルを持つオブジェクトに当たるライトを 1 lux までにクリップします。| | `Toon EV adjustment curve` | 編集可能なカーブで補正を行います。0 lux から 130000 luxまでをコントロールするカーブをアーティストが描くのは無理があるため、この画面では EV を明るさの単位として用いています。デフォルトでは -10 EVから -1.32 EV までをリニアに補完するカーブが設定されています。| --- + +## 15. 【NEW】 Raytrace Shadow + + +Unity Toon Shader は HDRP の Raytrace Shadow に対応しました。本機能はHDRP専用でDirectX 12 API を選択した場合にのみ利用可能です。 +Raytrace Shadowの設定方法は[こちら](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/Ray-Traced-Shadows.html)をご確認ください。 diff --git a/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader b/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader index 6f810f67e..1fc1c7998 100644 --- a/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader +++ b/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToon.shader @@ -959,12 +959,8 @@ Shader "HDRP/Toon" #pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON // Supported shadow modes per light type #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH - -#if defined (SHADER_API_D3D12) -#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER -#else -#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST -#endif + #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER + //#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case diff --git a/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonTessellation.shader b/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonTessellation.shader index 21c6a4868..6e6c9a3d1 100644 --- a/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonTessellation.shader +++ b/com.unity.toonshader/Runtime/HDRP/Shaders/HDRPToonTessellation.shader @@ -983,11 +983,9 @@ Shader "HDRP/ToonTessellation" #pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON // Supported shadow modes per light type #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH -#if defined (SHADER_API_D3D12) -#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER -#else -#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST -#endif + #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER + //#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + #define SHADERPASS SHADERPASS_FORWARD // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case