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

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2023-07-16 02:51:23 +00:00
#ifndef POI_IRIDESCENCE
#define POI_IRIDESCENCE
UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceRamp); float4 _IridescenceRamp_ST;
UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceMask); float4 _IridescenceMask_ST;
UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceNormalMap); float4 _IridescenceNormalMap_ST;
uint _IridescenceNormalUV;
uint _IridescenceMaskUV;
uint _IridescenceNormalSelection;
float _IridescenceNormalIntensity;
float _IridescenceNormalToggle;
float _IridescenceIntensity;
fixed _IridescenceAddBlend;
fixed _IridescenceReplaceBlend;
fixed _IridescenceMultiplyBlend;
float _IridescenceEmissionStrength;
//global
float3 calculateNormal(float3 baseNormal)
{
float3 normal = UnpackScaleNormal(UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceNormalMap, _MainTex, TRANSFORM_TEX(poiMesh.uv[_IridescenceNormalUV], _IridescenceNormalMap)), _IridescenceNormalIntensity);
return normalize(
normal.x * poiMesh.tangent +
normal.y * poiMesh.binormal +
normal.z * baseNormal
);
}
float3 applyIridescence(inout float4 albedo)
{
float3 normal = poiMesh.normals[_IridescenceNormalSelection];
// Use custom normal map
UNITY_BRANCH
if (_IridescenceNormalToggle)
{
normal = calculateNormal(normal);
}
float ndotv = dot(normal, poiCam.viewDir);
float4 iridescenceColor = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceRamp, _MainTex, 1 - abs(ndotv));
float4 iridescenceMask = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceMask, _MainTex, TRANSFORM_TEX(poiMesh.uv[_IridescenceMaskUV], _IridescenceMask));
#ifdef POI_BLACKLIGHT
if(_BlackLightMaskIridescence != 4)
{
iridescenceMask *= blackLightMask[_BlackLightMaskIridescence];
}
#endif
albedo.rgb = lerp(albedo.rgb, saturate(iridescenceColor.rgb * _IridescenceIntensity), iridescenceColor.a * _IridescenceReplaceBlend * iridescenceMask);
albedo.rgb += saturate(iridescenceColor.rgb * _IridescenceIntensity * iridescenceColor.a * _IridescenceAddBlend * iridescenceMask);
albedo.rgb *= saturate(lerp(1, iridescenceColor.rgb * _IridescenceIntensity, iridescenceColor.a * _IridescenceMultiplyBlend * iridescenceMask));
return saturate(iridescenceColor.rgb * _IridescenceIntensity) * iridescenceColor.a * iridescenceMask * _IridescenceEmissionStrength;
}
#endif