39 lines
1.5 KiB
HLSL
39 lines
1.5 KiB
HLSL
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#ifndef POI_RANDOM
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#define POI_RANDOM
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float _EnableRandom;
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float m_start_Angle;
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uint _AngleType;
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float3 _AngleForwardDirection;
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float _CameraAngleMin, _CameraAngleMax;
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float _ModelAngleMin, _ModelAngleMax;
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float _AngleMinAlpha;
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uint _AngleCompareTo;
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float ApplyAngleBasedRendering(float3 modelPos, float3 worldPos)
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{
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half cameraAngleMin = _CameraAngleMin / 180;
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half cameraAngleMax = _CameraAngleMax / 180;
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half modelAngleMin = _ModelAngleMin / 180;
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half modelAngleMax = _ModelAngleMax / 180;
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float3 pos = _AngleCompareTo == 0 ? modelPos : worldPos;
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half3 cameraToModelDirection = normalize(pos - getCameraPosition());
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half3 modelForwardDirection = normalize(mul(unity_ObjectToWorld, normalize(_AngleForwardDirection)));
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half cameraLookAtModel = remapClamped(.5 * dot(cameraToModelDirection, getCameraForward()) + .5, cameraAngleMax, cameraAngleMin, 0, 1);
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half modelLookAtCamera = remapClamped(.5 * dot(-cameraToModelDirection, modelForwardDirection) + .5, modelAngleMax, modelAngleMin, 0, 1);
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if (_AngleType == 0)
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{
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return max(cameraLookAtModel, _AngleMinAlpha);
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}
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else if(_AngleType == 1)
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{
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return max(modelLookAtCamera, _AngleMinAlpha);
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}
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else if(_AngleType == 2)
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{
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return max(cameraLookAtModel * modelLookAtCamera, _AngleMinAlpha);
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}
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return 1;
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}
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#endif
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