117 lines
2.7 KiB
HLSL
117 lines
2.7 KiB
HLSL
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float _OutlineRimLightBlend;
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float _OutlineLit;
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float _OutlineTintMix;
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float2 _MainTexPan;
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float _MainTextureUV;
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half _OutlineHueOffset;
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half _OutlineHueShift;
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half _OutlineHueOffsetSpeed;
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float4 frag(v2f i, uint facing: SV_IsFrontFace): COLOR
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{
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float4 finalColor = 1;
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UNITY_BRANCH
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if (_commentIfZero_EnableOutlinePass)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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float3 finalEmission = 0;
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float4 albedo = 1;
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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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calculateAttenuation(i);
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InitializeMeshData(i, facing);
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initializeCamera(i);
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calculateTangentData();
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float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[_MainTextureUV], _MainTex) + _Time.x * _MainTexPan);
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half3 detailMask = 1;
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calculateNormals(detailMask);
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#ifdef POI_DATA
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calculateLightingData(i);
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#endif
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#ifdef POI_LIGHTING
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calculateBasePassLightMaps();
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#endif
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float3 uselessData0;
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float3 uselessData1;
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initTextureData(albedo, mainTexture, uselessData0, uselessData1, detailMask);
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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(poiMesh.uv[_OutlineMaskUV], _OutlineMask) + _Time.x * _OutlineMaskPan).r;
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clip(OutlineMask * _LineWidth - 0.001);
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col = col * 0.00000000001 + tex2D(_OutlineTexture, TRANSFORM_TEX(poiMesh.uv[_OutlineTextureUV], _OutlineTexture) + _Time.x * _OutlineTexturePan);
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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 *= _LineColor.a;
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UNITY_BRANCH
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if (_Mode == 1)
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{
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applyDithering(col);
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}
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clip(col.a - _Cutoff);
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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(mainTexture);
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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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finalColor = col;
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// Hue shift
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UNITY_BRANCH
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if (_OutlineHueShift)
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{
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finalColor.rgb = hueShift(finalColor.rgb, _OutlineHueOffset + _OutlineHueOffsetSpeed * _Time.x);
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}
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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 *= calculateFinalLighting(finalColor.rgb, finalColor);
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}
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#endif
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finalColor.rgb += (col.rgb * _OutlineEmission);
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}
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else
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{
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clip(-1);
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}
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return finalColor;
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}
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