192 lines
6.6 KiB
HLSL
Executable file
192 lines
6.6 KiB
HLSL
Executable file
#ifndef POI_MAINTEXTURE
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#define POI_MAINTEXTURE
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#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_ClippingMask);
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#endif
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#if defined(PROP_MAINFADETEXTURE) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_MainFadeTexture);
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#endif
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float _Inverse_Clipping;
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float4 _Color;
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float _MainVertexColoring;
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float _MainVertexColoringLinearSpace;
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float _MainUseVertexColorAlpha;
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float _Saturation;
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float _MainDistanceFadeMin;
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float _MainDistanceFadeMax;
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half _MainMinAlpha;
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half _MainMaxAlpha;
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float _MainHueShift;
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float _MainFadeType;
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#ifdef COLOR_GRADING_HDR
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#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_MainColorAdjustTexture);
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#endif
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float _MainHueShiftToggle;
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float _MainHueShiftSpeed;
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float _MainHueShiftReplace;
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float _MainSaturationShift;
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float _MainBrightness;
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#endif
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#ifdef FINALPASS
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#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
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POI_TEXTURE_NOSAMPLER(_DetailTex);
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#endif
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half _DetailTexIntensity;
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half3 _DetailTint;
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float _DetailBrightness;
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#endif
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//globals
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float alphaMask;
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half3 diffColor;
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#include "CGI_PoiBackFace.cginc"
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float3 wireframeEmission;
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inline FragmentCommonData SpecularSetup(float4 i_tex, inout float4 albedo)
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{
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half4 specGloss = 0;
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half3 specColor = specGloss.rgb;
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half smoothness = specGloss.a;
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half oneMinusReflectivity;
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diffColor = EnergyConservationBetweenDiffuseAndSpecular(albedo.rgb, specColor, /*out*/ oneMinusReflectivity);
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FragmentCommonData o = (FragmentCommonData)0;
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o.diffColor = diffColor;
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o.specColor = specColor;
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o.oneMinusReflectivity = oneMinusReflectivity;
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o.smoothness = smoothness;
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return o;
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}
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inline FragmentCommonData FragmentSetup(float4 i_tex, half3 i_viewDirForParallax, float3 i_posWorld, inout float4 albedo)
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{
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i_tex = i_tex;
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FragmentCommonData o = SpecularSetup(i_tex, albedo);
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o.normalWorld = float3(0, 0, 0);
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o.eyeVec = poiCam.viewDir;
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o.posWorld = i_posWorld;
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// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
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o.diffColor = PreMultiplyAlpha(o.diffColor, 1, o.oneMinusReflectivity, /*out*/ o.alpha);
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return o;
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}
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void initTextureData(inout float4 albedo, inout float4 mainTexture, inout float3 backFaceEmission, inout float3 dissolveEmission, in half3 detailMask)
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{
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dissolveEmission = 0;
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#if (defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS))
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#ifdef POI_MIRROR
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applyMirrorTexture(mainTexture);
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#endif
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#endif
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#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
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alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiMesh.uv[_ClippingMaskUV], _ClippingMaskPan).r;
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#else
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alphaMask = 1;
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#endif
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UNITY_BRANCH
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if (_Inverse_Clipping)
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{
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alphaMask = 1 - alphaMask;
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}
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mainTexture.a *= alphaMask;
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#ifndef POI_SHADOW
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float3 vertexColor = poiMesh.vertexColor.rgb;
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UNITY_BRANCH
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if(_MainVertexColoringLinearSpace)
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{
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vertexColor = GammaToLinearSpace(poiMesh.vertexColor.rgb);
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}
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albedo = float4(mainTexture.rgb * max(_Color.rgb, float3(0.000000001, 0.000000001, 0.000000001)) * lerp(1, vertexColor, _MainVertexColoring), mainTexture.a * max(_Color.a, 0.0000001));
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#if defined(POI_LIGHTING) && defined(FORWARD_BASE_PASS)
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applyShadeMaps(albedo);
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#endif
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albedo *= lerp(1, poiMesh.vertexColor.a, _MainUseVertexColorAlpha);
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#ifdef POI_RGBMASK
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albedo.rgb = calculateRGBMask(albedo.rgb);
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#endif
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albedo.a = saturate(_AlphaMod + albedo.a);
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wireframeEmission = 0;
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#ifdef POI_WIREFRAME
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applyWireframe(wireframeEmission, albedo);
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#endif
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float backFaceDetailIntensity = 1;
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float mixedHueShift = _MainHueShift;
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applyBackFaceTexture(backFaceDetailIntensity, mixedHueShift, albedo, backFaceEmission);
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#ifdef POI_FUR
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calculateFur();
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#endif
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#ifdef COLOR_GRADING_HDR
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#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
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float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiMesh.uv[_MainColorAdjustTextureUV], _MainColorAdjustTexturePan);
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#else
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float4 hueShiftAlpha = 1;
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#endif
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if (_MainHueShiftReplace)
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{
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albedo.rgb = lerp(albedo.rgb, hueShift(albedo.rgb, mixedHueShift + _MainHueShiftSpeed * _Time.x), hueShiftAlpha.r);
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}
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else
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{
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albedo.rgb = hueShift(albedo.rgb, frac((mixedHueShift - (1 - hueShiftAlpha.r) + _MainHueShiftSpeed * _Time.x)));
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}
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albedo.rgb = lerp(albedo.rgb, dot(albedo.rgb, float3(0.3, 0.59, 0.11)), -_Saturation * hueShiftAlpha.b);
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albedo.rgb = saturate(albedo.rgb + _MainBrightness * hueShiftAlpha.g);
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#endif
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#ifdef FINALPASS
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#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
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half3 detailTexture = POI2D_SAMPLER_PAN(_DetailTex, _MainTex, poiMesh.uv[_DetailTexUV], _DetailTexPan).rgb * _DetailTint.rgb;
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#else
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half3 detailTexture = 0.21763764082 * _DetailTint.rgb;
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#endif
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albedo.rgb *= LerpWhiteTo(detailTexture * _DetailBrightness * unity_ColorSpaceDouble.rgb, detailMask.r * _DetailTexIntensity * backFaceDetailIntensity);
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#endif
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albedo.rgb = saturate(albedo.rgb);
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#ifdef POI_HOLOGRAM
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ApplyHoloAlpha(albedo);
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#endif
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s = FragmentSetup(float4(poiMesh.uv[0], 1, 1), poiCam.viewDir, poiMesh.worldPos, albedo);
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#endif
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#ifdef DISTORT
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calculateDissolve(albedo, dissolveEmission);
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#endif
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}
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void distanceFade(inout float4 albedo)
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{
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#if defined(PROP_MAINFADETEXTURE) || !defined(OPTIMIZER_ENABLED)
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half fadeMap = POI2D_SAMPLER_PAN(_MainFadeTexture, _MainTex, poiMesh.uv[_MainFadeTextureUV], _MainFadeTexturePan).r;
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#else
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half fadeMap = 1;
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#endif
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if (fadeMap)
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{
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float fadeDistance = _MainFadeType ? poiCam.distanceToVert : poiCam.distanceToModel;
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half fadeValue = lerp(_MainMinAlpha, _MainMaxAlpha, smoothstep(_MainDistanceFadeMin, _MainDistanceFadeMax, fadeDistance));
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albedo.a *= fadeValue;
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}
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}
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#endif |