#ifndef POI_WIREFRAME #define POI_WIREFRAME UNITY_DECLARE_TEX2D_NOSAMPLER(_WireframeTexture); float4 _WireframeTexture_ST; float2 _WireframeTexturePan; float _WireframeSmoothing; float _WireframeThickness; float4 _WireframeColor; float _WireframeAlpha; float _WireframeEnable; float _WireframeWaveEnabled; float _WireframeWaveDensity; float _WireframeWaveSpeed; float _WireframeEdgeOpacity; float _WireframeFaceOpacity; half _WireframeEmissionAlpha; float _WireframeEmissionStrength; float _WireframeQuad; float _WireframeUV; #ifndef POI_SHADOW void applyWireframe(inout float3 wireframeEmission, inout float4 albedo) { UNITY_BRANCH if (_WireframeEnable) { float4 colorMap = UNITY_SAMPLE_TEX2D_SAMPLER(_WireframeTexture, _MainTex, TRANSFORM_TEX(poiMesh.uv[_WireframeUV], _WireframeTexture) + _Time.x * _WireframeTexturePan); float size = _WireframeThickness; half3 width = abs(ddx(poiMesh.barycentricCoordinates)) + abs(ddy(poiMesh.barycentricCoordinates)); half3 eF = smoothstep(0, width * size, poiMesh.barycentricCoordinates); half minBary = size > 0 ? min(min(eF.x, eF.y), eF.z): 1; float4 wireframeColor = _WireframeColor * colorMap; albedo.a *= lerp(_WireframeEdgeOpacity, _WireframeFaceOpacity, minBary); albedo.rgb = lerp(lerp(albedo.rgb, wireframeColor.rgb, wireframeColor.a), albedo.rgb, minBary); wireframeEmission = wireframeColor.rgb * _WireframeEmissionStrength * (1 - minBary) * _WireframeColor.a; } } [maxvertexcount(3)] void wireframeGeom(triangle v2f IN[3], inout TriangleStream < v2f > tristream) { UNITY_BRANCH if(_WireframeQuad) { float e1 = length(IN[0].localPos - IN[1].localPos); float e2 = length(IN[1].localPos - IN[2].localPos); float e3 = length(IN[2].localPos - IN[0].localPos); float3 quad = 0; if(e1 > e2 && e1 > e3) quad.y = 1.; else if(e2 > e3 && e2 > e1) quad.x = 1; else quad.z = 1; IN[0].barycentricCoordinates = fixed3(1, 0, 0) + quad; IN[1].barycentricCoordinates = fixed3(0, 0, 1) + quad; IN[2].barycentricCoordinates = fixed3(0, 1, 0) + quad; } else { IN[0].barycentricCoordinates = fixed3(1, 0, 0); IN[1].barycentricCoordinates = fixed3(0, 1, 0); IN[2].barycentricCoordinates = fixed3(0, 0, 1); } tristream.Append(IN[0]); tristream.Append(IN[1]); tristream.Append(IN[2]); } #else float applyShadowWireframe(float2 uv, float3 barycentricCoordinates, float3 normal, float3 worldPos) { UNITY_BRANCH if(_WireframeEnable) { float wireframeFadeAlpha = _WireframeAlpha; float3 finalWireframeColor = 0; float3 barys; barys.xy = barycentricCoordinates; barys.z = 1 - barys.x - barys.y; float3 deltas = fwidth(barys); float3 smoothing = deltas * _WireframeSmoothing; float wireframeThickness = _WireframeThickness; float3 thickness = deltas * wireframeThickness; barys = smoothstep(thickness, thickness + smoothing, barys); float minBary = min(barys.x, min(barys.y, barys.z)); return lerp(_WireframeEdgeOpacity, _WireframeFaceOpacity, minBary); } } [maxvertexcount(3)] void wireframeGeom(triangle V2FShadow IN[3], inout TriangleStream < V2FShadow > tristream) { IN[0].barycentricCoordinates = fixed3(1, 0, 0); IN[1].barycentricCoordinates = fixed3(0, 1, 0); IN[2].barycentricCoordinates = fixed3(0, 0, 1); tristream.Append(IN[0]); tristream.Append(IN[1]); tristream.Append(IN[2]); } #endif #endif