274 lines
11 KiB
HLSL
Executable file
274 lines
11 KiB
HLSL
Executable file
#ifndef POI_GLITTER
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#define POI_GLITTER
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half3 _GlitterColor;
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float2 _GlitterPan;
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half _GlitterSpeed;
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half _GlitterBrightness;
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float _GlitterFrequency;
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float _GlitterJitter;
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half _GlitterSize;
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half _GlitterContrast;
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half _GlitterAngleRange;
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half _GlitterMinBrightness;
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half _GlitterBias;
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float _GlitterRandomColors;
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float2 _GlitterMinMaxSaturation;
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float2 _GlitterMinMaxBrightness;
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fixed _GlitterUseSurfaceColor;
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float _GlitterBlendType;
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float _GlitterMode;
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float _GlitterShape;
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float _GlitterCenterSize;
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float _glitterFrequencyLinearEmissive;
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float _GlitterJaggyFix;
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float _GlitterRandomRotation;
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float _GlitterTextureRotation;
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float4 _GlitterMinMaxSize;
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float _GlitterRandomSize;
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float2 _GlitterUVPanning;
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float _GlitterHueShiftEnabled;
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float _GlitterHueShiftSpeed;
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float _GlitterHueShift;
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float _GlitterHideInShadow;
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#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_GlitterMask);
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#endif
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#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_GlitterColorMap);
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#endif
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#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_GlitterTexture);
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#endif
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float3 randomFloat3(float2 Seed, float maximum)
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{
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return(.5 + float3(
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frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
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frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
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frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
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) * .5) * (maximum);
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}
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float3 randomFloat3Range(float2 Seed, float Range)
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{
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return(float3(
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frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
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frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
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frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
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) * 2 - 1) * Range;
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}
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float3 randomFloat3WiggleRange(float2 Seed, float Range)
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{
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float3 rando = (float3(
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frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
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frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
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frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
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) * 2 - 1);
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float speed = 1 + _GlitterSpeed;
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return float3(sin((_Time.x + rando.x * pi) * speed), sin((_Time.x + rando.y * pi) * speed), sin((_Time.x + rando.z * pi) * speed)) * Range;
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}
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void Unity_RandomRange_float(float2 Seed, float Min, float Max, out float Out)
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{
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float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233))) * 43758.5453);
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Out = lerp(Min, Max, randomno);
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}
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float3 RandomColorFromPoint(float2 rando)
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{
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fixed hue = random2(rando.x + rando.y).x;
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fixed saturation = lerp(_GlitterMinMaxSaturation.x, _GlitterMinMaxSaturation.y, rando.x);
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fixed value = lerp(_GlitterMinMaxBrightness.x, _GlitterMinMaxBrightness.y, rando.y);
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float3 hsv = float3(hue, saturation, value);
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return HSVtoRGB(hsv);
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}
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void applyGlitter(inout float4 albedo, inout float3 glitterEmission)
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{
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// Scale
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float2 st = frac(poiMesh.uv[0] + _GlitterUVPanning.xy * _Time.x) * _GlitterFrequency;
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// Tile the space
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float2 i_st = floor(st);
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float2 f_st = frac(st);
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float m_dist = 10.; // minimun distance
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float2 m_point = 0; // minimum point
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float2 randoPoint = 0;
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float2 dank;
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for (int j = -1; j <= 1; j ++)
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{
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for (int i = -1; i <= 1; i ++)
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{
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float2 neighbor = float2(i, j);
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float2 pos = random2(i_st + neighbor);
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float2 rando = pos;
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pos = 0.5 + 0.5 * sin(_GlitterJitter * 6.2831 * pos);
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float2 diff = neighbor + pos - f_st;
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float dist = length(diff);
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if (dist < m_dist)
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{
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dank = diff;
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m_dist = dist;
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m_point = pos;
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randoPoint = rando;
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}
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}
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}
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float randomFromPoint = random(randoPoint);
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float size = _GlitterSize;
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UNITY_BRANCH
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if(_GlitterRandomSize)
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{
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size = remapClamped(randomFromPoint, 0, 1, _GlitterMinMaxSize.x, _GlitterMinMaxSize.y);
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}
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// Assign a color using the closest point position
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//color += dot(m_point, float2(.3, .6));
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// Add distance field to closest point center
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// color.g = m_dist;
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// Show isolines
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//color -= abs(sin(40.0 * m_dist)) * 0.07;
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// Draw cell center
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half glitterAlpha = 1;
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switch(_GlitterShape)
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{
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case 0: //circle
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glitterAlpha = (1. - step(size, m_dist));
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break;
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case 1: //sqaure
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float jaggyFix = pow(poiCam.distanceToVert, 2) * _GlitterJaggyFix;
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UNITY_BRANCH
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if (_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0)
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{
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float2 center = float2(0, 0);
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float randomBoy = 0;
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UNITY_BRANCH
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if(_GlitterRandomRotation)
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{
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randomBoy = random(randoPoint);
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}
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float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
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float cs = cos(theta);
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float sn = sin(theta);
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dank = float2((dank.x - center.x) * cs - (dank.y - center.y) * sn + center.x, (dank.x - center.x) * sn + (dank.y - center.y) * cs + center.y);
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glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
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}
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else
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{
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glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
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}
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break;
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}
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float3 finalGlitter = 0;
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switch(_GlitterMode)
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{
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case 0:
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float3 randomRotation = 0;
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UNITY_BRANCH
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if(_GlitterSpeed > 0)
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{
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randomRotation = randomFloat3WiggleRange(randoPoint, _GlitterAngleRange);
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}
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else
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{
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randomRotation = randomFloat3Range(randoPoint, _GlitterAngleRange);
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}
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float3 norm = poiMesh.normals[0];
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float3 glitterReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
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finalGlitter = lerp(0, _GlitterMinBrightness * glitterAlpha, glitterAlpha) + max(pow(saturate(dot(lerp(glitterReflectionDirection, poiCam.viewDir, _GlitterBias), poiCam.viewDir)), _GlitterContrast), 0);
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finalGlitter *= glitterAlpha;
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break;
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case 1:
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float offset = random(randoPoint);
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float brightness = sin((_Time.x + offset) * _GlitterSpeed) * _glitterFrequencyLinearEmissive - (_glitterFrequencyLinearEmissive - 1);
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finalGlitter = max(_GlitterMinBrightness * glitterAlpha, brightness * glitterAlpha * smoothstep(0, 1, 1 - m_dist * _GlitterCenterSize * 10));
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break;
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}
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half3 glitterColor = _GlitterColor;
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glitterColor *= lerp(1, albedo, _GlitterUseSurfaceColor);
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#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
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glitterColor *= POI2D_SAMPLER_PAN(_GlitterColorMap, _MainTex, poiMesh.uv[_GlitterColorMapUV], _GlitterColorMapPan).rgb;
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#endif
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float2 uv = remapClamped(dank, -size, size, 0, 1);
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UNITY_BRANCH
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if(_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0 && !_GlitterShape)
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{
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float2 fakeUVCenter = float2(.5, .5);
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float randomBoy = 0;
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UNITY_BRANCH
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if(_GlitterRandomRotation)
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{
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randomBoy = random(randoPoint);
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}
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float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
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float cs = cos(theta);
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float sn = sin(theta);
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uv = float2((uv.x - fakeUVCenter.x) * cs - (uv.y - fakeUVCenter.y) * sn + fakeUVCenter.x, (uv.x - fakeUVCenter.x) * sn + (uv.y - fakeUVCenter.y) * cs + fakeUVCenter.y);
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}
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#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
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float4 glitterTexture = POI2D_SAMPLER_PAN(_GlitterTexture, _MainTex, uv, _GlitterTexturePan);
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#else
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float4 glitterTexture = 1;
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#endif
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//float4 glitterTexture = _GlitterTexture.SampleGrad(sampler_MainTex, frac(uv), ddx(uv), ddy(uv));
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glitterColor *= glitterTexture.rgb;
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#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
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float glitterMask = POI2D_SAMPLER_PAN(_GlitterMask, _MainTex, poiMesh.uv[_GlitterMaskUV], _GlitterMaskPan);
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#else
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float glitterMask = 1;
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#endif
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glitterMask *= lerp(1, poiLight.rampedLightMap, _GlitterHideInShadow);
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#ifdef POI_BLACKLIGHT
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if (_BlackLightMaskGlitter != 4)
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{
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glitterMask *= blackLightMask[_BlackLightMaskGlitter];
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}
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#endif
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if(_GlitterRandomColors)
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{
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glitterColor *= RandomColorFromPoint(random2(randoPoint.x + randoPoint.y));
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}
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UNITY_BRANCH
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if(_GlitterHueShiftEnabled)
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{
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glitterColor.rgb = hueShift(glitterColor.rgb, _GlitterHueShift + _Time.x * _GlitterHueShiftSpeed);
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}
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UNITY_BRANCH
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if(_GlitterBlendType == 1)
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{
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albedo.rgb = lerp(albedo.rgb, finalGlitter * glitterColor * _GlitterBrightness, finalGlitter * glitterTexture.a * glitterMask);
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glitterEmission = finalGlitter * glitterColor * max(0, (_GlitterBrightness - 1) * glitterTexture.a) * glitterMask;
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}
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else
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{
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glitterEmission = finalGlitter * glitterColor * _GlitterBrightness * glitterTexture.a * glitterMask;
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}
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}
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#endif |