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refactor: optimize color calculations in MToon0xSingleShader #1510

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Jan 2, 2025
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Original file line number Diff line number Diff line change
Expand Up @@ -142,12 +142,9 @@ void main (){
float lightColorAttenuation = get_lightColorAttenuation(materialSID, 0);

vec3 shadeColorFactor = get_shadeColor(materialSID, 0);
vec3 shadeColor = shadeColorFactor * texture(u_shadeColorTexture, mainUv).xyz;
shadeColor.xyz = srgbToLinear(shadeColor.xyz);

vec3 litColor = litColorFactor.xyz * litTextureColor.xyz;
litColor.xyz = srgbToLinear(litColor.xyz);
vec3 shadeColor = shadeColorFactor * srgbToLinear(texture(u_shadeColorTexture, mainUv).xyz);

vec3 litColor = litColorFactor.xyz * srgbToLinear(litTextureColor.xyz);

float shadeShift = get_shadeShift(materialSID, 0);
float shadeToony = get_shadeToony(materialSID, 0);
Expand Down Expand Up @@ -230,7 +227,7 @@ void main (){
#ifdef RN_MTOON_IS_OUTLINE
#ifdef RN_MTOON_OUTLINE_COLOR_MIXED
vec3 outlineColor = get_outlineColor(materialSID, 0);
outlineColor = srgbToLinear(outlineColor);
// outlineColor = srgbToLinear(outlineColor);
float outlineLightingMix = get_outlineLightingMix(materialSID, 0);
rt0.xyz = outlineColor * mix(vec3(1.0), rt0.xyz, outlineLightingMix);
#endif
Expand All @@ -239,7 +236,7 @@ void main (){
float rimLift = get_rimLift(materialSID, 0);
vec3 rimColorFactor = get_rimColor(materialSID, 0);
vec3 rimTextureColor = texture(u_rimTexture, mainUv).xyz;
vec3 rimColor = srgbToLinear(rimColorFactor * rimTextureColor);
vec3 rimColor = rimColorFactor * srgbToLinear(rimTextureColor);
vec3 rim = pow(clamp(1.0 - dot(normal_inWorld, viewDirection) + rimLift, 0.0, 1.0), rimFresnelPower) * rimColor;

float staticRimLighting = 1.0;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -129,12 +129,9 @@ fn main (
let lightColorAttenuation: f32 = get_lightColorAttenuation(materialSID, 0);

let shadeColorFactor: vec3f = get_shadeColor(materialSID, 0);
var shadeColor: vec3f = shadeColorFactor * textureSample(shadeColorTexture, shadeColorSampler, mainUv).xyz;
shadeColor = srgbToLinear(shadeColor.xyz);

var litColor: vec3f = litColorFactor.xyz * litTextureColor.xyz;
litColor = srgbToLinear(litColor.xyz);
var shadeColor: vec3f = shadeColorFactor * srgbToLinear(textureSample(shadeColorTexture, shadeColorSampler, mainUv).xyz);

var litColor: vec3f = litColorFactor.xyz * srgbToLinear(litTextureColor.xyz);

let shadeShift: f32 = get_shadeShift(materialSID, 0);
let shadeToony: f32 = get_shadeToony(materialSID, 0);
Expand Down Expand Up @@ -217,7 +214,7 @@ fn main (
#ifdef RN_MTOON_IS_OUTLINE
#ifdef RN_MTOON_OUTLINE_COLOR_MIXED
var outlineColor: vec3f = get_outlineColor(materialSID, 0);
outlineColor = srgbToLinear(outlineColor);
// outlineColor = srgbToLinear(outlineColor);
let outlineLightingMix: f32 = get_outlineLightingMix(materialSID, 0);
rt0 = vec4f(outlineColor * mix(vec3f(1.0), rt0.xyz, outlineLightingMix), rt0.w);
#endif
Expand All @@ -226,7 +223,7 @@ fn main (
let rimLift: f32 = get_rimLift(materialSID, 0);
let rimColorFactor: vec3f = get_rimColor(materialSID, 0);
let rimTextureColor: vec3f = textureSample(rimTexture, rimSampler, mainUv).xyz;
let rimColor: vec3f = srgbToLinear(rimColorFactor * rimTextureColor);
let rimColor: vec3f = rimColorFactor * srgbToLinear(rimTextureColor);
let rim: vec3f = pow(clamp(1.0 - dot(normal_inWorld, viewDirection) + rimLift, 0.0, 1.0), rimFresnelPower) * rimColor;

var staticRimLighting = 1.0;
Expand Down
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