float _OutlineRimLightBlend; float _OutlineLit; float _OutlineTintMix; float2 _MainTexPan; float _MainTextureUV; half _OutlineHueOffset; half _OutlineHueShift; half _OutlineHueOffsetSpeed; float4 frag(v2f i, uint facing: SV_IsFrontFace): COLOR { float4 finalColor = 1; UNITY_BRANCH if (_commentIfZero_EnableOutlinePass) { UNITY_SETUP_INSTANCE_ID(i); float3 finalEmission = 0; float4 albedo = 1; poiMesh.uv[0] = i.uv0.xy; poiMesh.uv[1] = i.uv0.zw; poiMesh.uv[2] = i.uv1.xy; poiMesh.uv[3] = i.uv1.zw; calculateAttenuation(i); InitializeMeshData(i, facing); initializeCamera(i); calculateTangentData(); float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[_MainTextureUV], _MainTex) + _Time.x * _MainTexPan); half3 detailMask = 1; calculateNormals(detailMask); #ifdef POI_DATA calculateLightingData(i); #endif #ifdef POI_LIGHTING calculateBasePassLightMaps(); #endif float3 uselessData0; float3 uselessData1; initTextureData(albedo, mainTexture, uselessData0, uselessData1, detailMask); fixed4 col = mainTexture; float alphaMultiplier = smoothstep(_OutlineFadeDistance.x, _OutlineFadeDistance.y, distance(getCameraPosition(), i.worldPos)); float OutlineMask = tex2D(_OutlineMask, TRANSFORM_TEX(poiMesh.uv[_OutlineMaskUV], _OutlineMask) + _Time.x * _OutlineMaskPan).r; clip(OutlineMask * _LineWidth - 0.001); col = col * 0.00000000001 + tex2D(_OutlineTexture, TRANSFORM_TEX(poiMesh.uv[_OutlineTextureUV], _OutlineTexture) + _Time.x * _OutlineTexturePan); col.a *= albedo.a; col.a *= alphaMultiplier; #ifdef POI_RANDOM col.a *= i.angleAlpha; #endif poiCam.screenUV = calcScreenUVs(i.grabPos); col.a *= _LineColor.a; UNITY_BRANCH if (_Mode == 1) { applyDithering(col); } clip(col.a - _Cutoff); #ifdef POI_MIRROR applyMirrorRenderFrag(); #endif UNITY_BRANCH if (_OutlineMode == 1) { #ifdef POI_MIRROR applyMirrorTexture(mainTexture); #endif col.rgb = mainTexture.rgb; } else if (_OutlineMode == 2) { col.rgb = lerp(col.rgb, poiLight.color, _OutlineRimLightBlend); } col.rgb *= _LineColor.rgb; if (_OutlineMode == 1) { col.rgb = lerp(col.rgb, mainTexture.rgb, _OutlineTintMix); } finalColor = col; // Hue shift UNITY_BRANCH if (_OutlineHueShift) { finalColor.rgb = hueShift(finalColor.rgb, _OutlineHueOffset + _OutlineHueOffsetSpeed * _Time.x); } #ifdef POI_LIGHTING UNITY_BRANCH if (_OutlineLit) { finalColor.rgb *= calculateFinalLighting(finalColor.rgb, finalColor); } #endif finalColor.rgb += (col.rgb * _OutlineEmission); } else { clip(-1); } return finalColor; }