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

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2023-07-16 02:51:23 +00:00
float _OutlineRimLightBlend;
float _OutlineLit;
float _OutlineTintMix;
float4 frag(v2f i, uint facing: SV_IsFrontFace): COLOR
{
poiMesh.uv[0] = i.uv0.xy;
poiMesh.uv[1] = i.uv0.zw;
poiMesh.uv[2] = i.uv1.xy;
poiMesh.uv[3] = i.uv1.zw;
#ifdef POI_DATA
InitData(i, facing);
#endif
#ifdef POI_MAINTEXTURE
initTextureData();
#endif
#ifdef POI_DATA
calculateLightingData(i);
#endif
fixed4 col = mainTexture;
float alphaMultiplier = smoothstep(_OutlineFadeDistance.x, _OutlineFadeDistance.y, distance(getCameraPosition(), i.worldPos));
float OutlineMask = tex2D(_OutlineMask, TRANSFORM_TEX(i.uv0.xy, _OutlineMask) + _Time.x * _OutlineTexturePan.zw).r;
clip(OutlineMask * _LineWidth - 0.001);
float _alphaMask_tex_var = POI2D_SAMPLER_PAN(_AlphaMask, _MainTex, poiMesh.uv[_AlphaMaskUV], _AlphaMaskPan);
col = col * 0.00000000001 + tex2D(_OutlineTexture, TRANSFORM_TEX((i.uv0.xy + (_OutlineTexturePan.xy * _Time.g)), _OutlineTexture));
col.a *= albedo.a;
col.a *= alphaMultiplier;
#ifdef POI_RANDOM
col.a *= i.angleAlpha;
#endif
poiCam.screenUV = calcScreenUVs(i.grabPos);
col.a *= _alphaMask_tex_var * _LineColor.a;
applyDithering(col);
clip(col.a - _Clip);
#ifdef POI_MIRROR
applyMirrorRenderFrag();
#endif
UNITY_BRANCH
if (_OutlineMode == 1)
{
#ifdef POI_MIRROR
applyMirrorTexture();
#endif
col.rgb = mainTexture.rgb;
}
else if(_OutlineMode == 2)
{
col.rgb = lerp(col.rgb, poiLight.color, _OutlineRimLightBlend);
}
col.rgb *= _LineColor.rgb;
if(_OutlineMode == 1)
{
col.rgb = lerp(col.rgb, mainTexture.rgb, _OutlineTintMix);
}
float4 finalColor = col;
#ifdef POI_LIGHTING
UNITY_BRANCH
if(_OutlineLit)
{
finalColor.rgb *= calculateLighting(finalColor.rgb);
}
#endif
finalColor.rgb += (col.rgb * _OutlineEmission);
return finalColor;
}