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