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

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2023-07-16 02:51:23 +00:00
#ifndef POI_DISSOLVE
#define POI_DISSOLVE
uint _DissolveType;
float _DissolveEdgeWidth;
float4 _DissolveEdgeColor;
sampler2D _DissolveEdgeGradient; float4 _DissolveEdgeGradient_ST;
float _DissolveEdgeEmission;
float4 _DissolveTextureColor;
POI_TEXTURE_NOSAMPLER(_DissolveToTexture);
POI_TEXTURE_NOSAMPLER(_DissolveNoiseTexture);
POI_TEXTURE_NOSAMPLER(_DissolveDetailNoise);
POI_TEXTURE_NOSAMPLER(_DissolveMask);
float _DissolveMaskInvert;
float _DissolveAlpha;
float _ContinuousDissolve;
float _DissolveDetailStrength;
float _DissolveEdgeHardness;
float _DissolveInvertNoise;
float _DissolveInvertDetailNoise;
float _DissolveToEmissionStrength;
// Point to Point
float _DissolveP2PWorldLocal;
float _DissolveP2PEdgeLength;
float4 _DissolveStartPoint;
float4 _DissolveEndPoint;
// World Dissolve
uint _DissolveWorldShape;
float4 _DissolveShapePosition;
float4 _DissolveShapeRotation;
float _DissolveShapeScale;
float _DissolveInvertShape;
float _DissolveShapeEdgeLength;
// Masking
uint _DissolveEmissionSide;
uint _DissolveEmission1Side;
float4 edgeColor;
float edgeAlpha;
float dissolveAlpha;
float4 dissolveToTexture;
//Globals
#ifndef POI_SHADOW
void calculateDissolve()
{
float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiMesh.uv[_DissolveMaskUV], _DissolveMaskPan).r;
dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiMesh.uv[_DissolveToTextureUV], _DissolveToTexturePan) * _DissolveTextureColor;
float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiMesh.uv[_DissolveNoiseTextureUV], _DissolveNoiseTexturePan);
#ifdef POI_BLACKLIGHT
if (_BlackLightMaskDissolve != 4)
{
dissolveMask *= blackLightMask[_BlackLightMaskDissolve];
}
#endif
if(_DissolveMaskInvert)
{
dissolveMask = 1 - dissolveMask;
}
float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiMesh.uv[_DissolveDetailNoiseUV], _DissolveDetailNoisePan);
if(_DissolveInvertNoise)
{
dissolveNoiseTexture = 1 - dissolveNoiseTexture;
}
if(_DissolveInvertDetailNoise)
{
dissolveDetailNoise = 1 - dissolveDetailNoise;
}
if(_ContinuousDissolve != 0)
{
_DissolveAlpha = sin(_Time.y * _ContinuousDissolve) * .5 + .5;
}
_DissolveAlpha *= dissolveMask;
dissolveAlpha = _DissolveAlpha;
edgeAlpha = 0;
UNITY_BRANCH
if(_DissolveType == 1) // Basic
{
_DissolveAlpha = remap(_DissolveAlpha, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = _DissolveAlpha;
//Adjust detail strength to avoid artifacts
_DissolveDetailStrength *= smoothstep(1, .99, _DissolveAlpha);
float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * _DissolveDetailStrength);
noise = saturate(noise + 0.001);
//noise = remap(noise, 0, 1, _DissolveEdgeWidth, 1 - _DissolveEdgeWidth);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(noise, _DissolveAlpha + _DissolveEdgeWidth, _DissolveAlpha, 0, 1) * (1 - dissolveAlpha);
}
else if (_DissolveType == 2) // Point to Point
{
float3 direction;
float3 currentPos;
float distanceTo = 0;
direction = normalize(_DissolveEndPoint - _DissolveStartPoint);
currentPos = lerp(_DissolveStartPoint, _DissolveEndPoint, dissolveAlpha);
if (_DissolveP2PWorldLocal == 0)
{
distanceTo = dot(poiMesh.localPos - currentPos, direction) - dissolveDetailNoise * _DissolveDetailStrength;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength, 0, distanceTo);
dissolveAlpha = step(distanceTo, 0);
edgeAlpha *= 1 - dissolveAlpha;
}
else
{
distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * _DissolveDetailStrength;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength, 0, distanceTo);
dissolveAlpha = step(distanceTo, 0);
edgeAlpha *= 1 - dissolveAlpha;
}
}
albedo = lerp(albedo, dissolveToTexture, dissolveAlpha);
if(_DissolveEdgeWidth)
{
edgeColor = tex2D(_DissolveEdgeGradient, TRANSFORM_TEX(float2(edgeAlpha, edgeAlpha), _DissolveEdgeGradient)) * _DissolveEdgeColor;
albedo.rgb = lerp(albedo.rgb, edgeColor.rgb, remapClamped(edgeAlpha, 0, 1 - _DissolveEdgeHardness, 0, 1));
}
/*
UNITY_BRANCH
if (_Blend != 0)
{
float blendNoise = tex2D(_BlendNoiseTexture, TRANSFORM_TEX(uv, _BlendNoiseTexture));
blendAlpha = _BlendAlpha;
if(_AutoBlend > 0)
{
blendAlpha = (clamp(sin(_Time.y * _AutoBlendSpeed / _AutoBlendDelay) * (_AutoBlendDelay + 1), -1, 1) + 1) / 2;
}
blendAlpha = lerp(saturate((blendNoise - 1) + blendAlpha * 2), step((1-blendAlpha) * 1.001, blendNoise), _Blend - 1);
float4 blendCol = tex2D(_BlendTexture, TRANSFORM_TEX(uv, _BlendTexture)) * _BlendTextureColor;
diffuse = lerp(diffuse, blendCol, blendAlpha);
mainTexture.a = lerp(mainTexture.a, blendCol.a, blendAlpha);
}
*/
}
void applyDissolveEmission(inout float3 finalEmission)
{
finalEmission += lerp(0, dissolveToTexture * _DissolveToEmissionStrength, dissolveAlpha);
finalEmission += lerp(0, edgeColor.rgb * _DissolveEdgeEmission, remapClamped(edgeAlpha, 0, 1 - _DissolveEdgeHardness, 0, 1));
}
#endif
float calculateShadowDissolveAlpha(float3 worldPos, float3 localPos, float2 uv)
{
float dissolveMask = UNITY_SAMPLE_TEX2D_SAMPLER(_DissolveMask, _MainTex, TRANSFORM_TEX(uv, _DissolveMask)).r;
dissolveToTexture = UNITY_SAMPLE_TEX2D_SAMPLER(_DissolveToTexture, _MainTex, TRANSFORM_TEX(uv, _DissolveToTexture) + _Time.y * _DissolveToTexturePan) * _DissolveTextureColor;
float dissolveNoiseTexture = UNITY_SAMPLE_TEX2D_SAMPLER(_DissolveNoiseTexture, _MainTex, TRANSFORM_TEX(uv, _DissolveNoiseTexture) + _Time.y * _DissolveNoiseTexturePan);
float dissolveDetailNoise = UNITY_SAMPLE_TEX2D_SAMPLER(_DissolveDetailNoise, _MainTex, TRANSFORM_TEX(uv, _DissolveDetailNoise) + _Time.y * _DissolveDetailNoisePan);
if (_DissolveInvertNoise)
{
dissolveNoiseTexture = 1 - dissolveNoiseTexture;
}
if(_DissolveInvertDetailNoise)
{
dissolveDetailNoise = 1 - dissolveDetailNoise;
}
if(_ContinuousDissolve != 0)
{
_DissolveAlpha = sin(_Time.y * _ContinuousDissolve) * .5 + .5;
}
_DissolveAlpha *= dissolveMask;
dissolveAlpha = _DissolveAlpha;
edgeAlpha = 0;
UNITY_BRANCH
if(_DissolveType == 1) // Basic
{
_DissolveAlpha = remap(_DissolveAlpha, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = _DissolveAlpha;
//Adjust detail strength to avoid artifacts
_DissolveDetailStrength *= smoothstep(1, .99, _DissolveAlpha);
float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * _DissolveDetailStrength);
noise = saturate(noise + 0.001);
//noise = remap(noise, 0, 1, _DissolveEdgeWidth, 1 - _DissolveEdgeWidth);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(noise, _DissolveAlpha + _DissolveEdgeWidth, _DissolveAlpha, 0, 1) * (1 - dissolveAlpha);
}
else if (_DissolveType == 2) // Point to Point
{
float3 direction;
float3 currentPos;
float distanceTo = 0;
direction = normalize(_DissolveEndPoint - _DissolveStartPoint);
currentPos = lerp(_DissolveStartPoint, _DissolveEndPoint, dissolveAlpha);
if (_DissolveP2PWorldLocal == 0)
{
distanceTo = dot(localPos - currentPos, direction) - dissolveDetailNoise * _DissolveDetailStrength;
dissolveAlpha = step(distanceTo, 0);
}
else
{
distanceTo = dot(worldPos - currentPos, direction) - dissolveDetailNoise * _DissolveDetailStrength;
dissolveAlpha = step(distanceTo, 0);
}
}
return lerp(1, dissolveToTexture, dissolveAlpha).a;
}
#endif