res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Includes/CGI_PoiEmission.cginc

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2023-07-16 02:51:23 +00:00
#ifndef POI_EMISSION
#define POI_EMISSION
float4 _EmissionColor;
POI_TEXTURE_NOSAMPLER(_EmissionMap);
POI_TEXTURE_NOSAMPLER(_EmissionMask);
float _EmissionBaseColorAsMap;
float _EmissionStrength;
float _EnableEmission;
float _EmissionHueShift;
float4 _EmissiveScroll_Direction;
float _EmissiveScroll_Width;
float _EmissiveScroll_Velocity;
float _EmissiveScroll_Interval;
float _EmissiveBlink_Min;
float _EmissiveBlink_Max;
float _EmissiveBlink_Velocity;
float _ScrollingEmission;
float _EnableGITDEmission;
float _GITDEMinEmissionMultiplier;
float _GITDEMaxEmissionMultiplier;
float _GITDEMinLight;
float _GITDEMaxLight;
uint _GITDEWorldOrMesh;
float _EmissionCenterOutEnabled;
float _EmissionCenterOutSpeed;
float _EmissionHueShiftEnabled;
float _EmissionBlinkingOffset;
float _EmissionScrollingOffset;
float4 _EmissionColor1;
POI_TEXTURE_NOSAMPLER(_EmissionMap1);
POI_TEXTURE_NOSAMPLER(_EmissionMask1);
float _EmissionBaseColorAsMap1;
float _EmissionStrength1;
float _EnableEmission1;
float _EmissionHueShift1;
float4 _EmissiveScroll_Direction1;
float _EmissiveScroll_Width1;
float _EmissiveScroll_Velocity1;
float _EmissiveScroll_Interval1;
float _EmissiveBlink_Min1;
float _EmissiveBlink_Max1;
float _EmissiveBlink_Velocity1;
float _ScrollingEmission1;
float _EnableGITDEmission1;
float _GITDEMinEmissionMultiplier1;
float _GITDEMaxEmissionMultiplier1;
float _GITDEMinLight1;
float _GITDEMaxLight1;
uint _GITDEWorldOrMesh1;
float _EmissionCenterOutEnabled1;
float _EmissionCenterOutSpeed1;
float _EmissionHueShiftEnabled1;
float _EmissionBlinkingOffset1;
float _EmissionScrollingOffset1;
float _EmissionReplace;
float _EmissionScrollingUseCurve;
float _EmissionScrollingUseCurve1;
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionScrollingCurve); float4 _EmissionScrollingCurve_ST;
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionScrollingCurve1); float4 _EmissionScrollingCurve1_ST;
float calculateGlowInTheDark(in float minLight, in float maxLight, in float minEmissionMultiplier, in float maxEmissionMultiplier, in float enabled)
{
float glowInTheDarkMultiplier = 1;
#ifdef POI_LIGHTING
float3 lightValue = _GITDEWorldOrMesh ? poiLight.finalLighting.rgb: poiLight.directLighting.rgb;
float gitdeAlpha = (clamp(poiMax(lightValue), minLight, maxLight) - minLight) / (maxLight - minLight);
glowInTheDarkMultiplier = lerp(minEmissionMultiplier, maxEmissionMultiplier, gitdeAlpha);
glowInTheDarkMultiplier = lerp(1, glowInTheDarkMultiplier, enabled);
#endif
return glowInTheDarkMultiplier;
}
float calculateScrollingEmission(in float3 direction, in float velocity, in float interval, in float scrollWidth, in float enabled, float offset)
{
float phase = 0;
phase = dot(poiMesh.localPos, direction);
phase -= (_Time.y + offset) * velocity;
phase /= interval;
phase -= floor(phase);
float width = scrollWidth;
phase = (pow(phase, width) + pow(1 - phase, width * 4)) * 0.5;
return lerp(1, phase, enabled);
}
float calculateBlinkingEmission(in float blinkMin, in float blinkMax, in float blinkVelocity, float offset)
{
float amplitude = (blinkMax - blinkMin) * 0.5f;
float base = blinkMin + amplitude;
return sin((_Time.y + offset) * blinkVelocity) * amplitude + base;
}
float3 calculateEmissionNew(in float4 baseColor, inout float4 finalColor)
{
// First Emission
float3 emission0 = 0;
float emissionStrength0 = _EmissionStrength;
float3 emissionColor0 = 0;
float glowInTheDarkMultiplier0 = calculateGlowInTheDark(_GITDEMinLight, _GITDEMaxLight, _GITDEMinEmissionMultiplier, _GITDEMaxEmissionMultiplier, _EnableGITDEmission);
UNITY_BRANCH
if (!_EmissionCenterOutEnabled)
{
emissionColor0 = POI2D_SAMPLER_PAN(_EmissionMap, _MainTex, poiMesh.uv[_EmissionMapUV], _EmissionMapPan) * lerp(1, baseColor, _EmissionBaseColorAsMap).rgb * _EmissionColor.rgb;
}
else
{
emissionColor0 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap, _MainTex, ((.5 + poiLight.nDotV * .5) * _EmissionMap_ST.xy) + _Time.x * _EmissionCenterOutSpeed) * lerp(1, baseColor, _EmissionBaseColorAsMap).rgb * _EmissionColor.rgb;
}
UNITY_BRANCH
if(_EmissionScrollingUseCurve)
{
emissionStrength0 *= lerp(1, UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve, _MainTex, TRANSFORM_TEX(poiMesh.uv[_EmissionMapUV], _EmissionScrollingCurve) + (dot(poiMesh.localPos, _EmissiveScroll_Direction) * _EmissiveScroll_Interval) + _Time.x * _EmissiveScroll_Velocity), _ScrollingEmission);
}
else
{
emissionStrength0 *= calculateScrollingEmission(_EmissiveScroll_Direction, _EmissiveScroll_Velocity, _EmissiveScroll_Interval, _EmissiveScroll_Width, _ScrollingEmission, _EmissionScrollingOffset);
}
emissionStrength0 *= calculateBlinkingEmission(_EmissiveBlink_Min, _EmissiveBlink_Max, _EmissiveBlink_Velocity, _EmissionBlinkingOffset);
emissionColor0 = hueShift(emissionColor0, _EmissionHueShift * _EmissionHueShiftEnabled);
float emissionMask0 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask, _MainTex, TRANSFORM_TEX(poiMesh.uv[_EmissionMaskUV], _EmissionMask) + _Time.x * _EmissionMaskPan);
#ifdef POI_BLACKLIGHT
if(_BlackLightMaskEmission != 4)
{
emissionMask0 *= blackLightMask[_BlackLightMaskEmission];
}
#endif
emissionStrength0 *= glowInTheDarkMultiplier0 * emissionMask0;
emission0 = emissionStrength0 * emissionColor0;
#ifdef POI_DISSOLVE
emission0 *= lerp(1 - dissolveAlpha, dissolveAlpha, _DissolveEmissionSide);
#endif
// Second Emission
float3 emission1 = 0;
float emissionStrength1 = 0;
float3 emissionColor1 = 0;
UNITY_BRANCH
if (_EnableEmission1)
{
emissionStrength1 = _EmissionStrength1;
float glowInTheDarkMultiplier1 = calculateGlowInTheDark(_GITDEMinLight1, _GITDEMaxLight1, _GITDEMinEmissionMultiplier1, _GITDEMaxEmissionMultiplier1, _EnableGITDEmission1);
UNITY_BRANCH
if(!_EmissionCenterOutEnabled1)
{
emissionColor1 = POI2D_SAMPLER_PAN(_EmissionMap1, _MainTex, poiMesh.uv[_EmissionMap1UV], _EmissionMap1Pan) * lerp(1, baseColor, _EmissionBaseColorAsMap1).rgb * _EmissionColor1.rgb;
}
else
{
emissionColor1 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap1, _MainTex, ((.5 + poiLight.nDotV * .5) * _EmissionMap_ST.xy) + _Time.x * _EmissionCenterOutSpeed1).rgb * lerp(1, baseColor, _EmissionBaseColorAsMap1).rgb * _EmissionColor1.rgb;
}
UNITY_BRANCH
if(_EmissionScrollingUseCurve1)
{
emissionStrength1 *= lerp(1, UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve1, _MainTex, TRANSFORM_TEX(poiMesh.uv[_EmissionMap1UV], _EmissionScrollingCurve1) + (dot(poiMesh.localPos, _EmissiveScroll_Direction1) * _EmissiveScroll_Interval1) + _Time.x * _EmissiveScroll_Velocity1), _ScrollingEmission1);
}
else
{
emissionStrength1 *= calculateScrollingEmission(_EmissiveScroll_Direction1, _EmissiveScroll_Velocity1, _EmissiveScroll_Interval1, _EmissiveScroll_Width1, _ScrollingEmission1, _EmissionScrollingOffset1);
}
emissionStrength1 *= calculateBlinkingEmission(_EmissiveBlink_Min1, _EmissiveBlink_Max1, _EmissiveBlink_Velocity1, _EmissionBlinkingOffset1);
emissionColor1 = hueShift(emissionColor1, _EmissionHueShift1 * _EmissionHueShiftEnabled1);
float emissionMask1 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask1, _MainTex, TRANSFORM_TEX(poiMesh.uv[_EmissionMask1UV], _EmissionMask1) + _Time.x * _EmissionMask1Pan);
#ifdef POI_BLACKLIGHT
if(_BlackLightMaskEmission2 != 4)
{
emissionMask1 *= blackLightMask[_BlackLightMaskEmission2];
}
#endif
emissionStrength1 *= glowInTheDarkMultiplier1 * emissionMask1;
emission1 = emissionStrength1 * emissionColor1;
#ifdef POI_DISSOLVE
emission1 *= lerp(1 - dissolveAlpha, dissolveAlpha, _DissolveEmission1Side);
#endif
}
finalColor.rgb = lerp(finalColor.rgb, saturate(emissionColor0 + emissionColor1), saturate(emissionStrength0 + emissionStrength1) * _EmissionReplace * poiMax(emission0 + emission1));
return emission0 + emission1;
}
#endif