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

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2023-07-16 02:51:23 +00:00
#ifndef POI_FUR
#define POI_FUR
UNITY_DECLARE_TEX2D_NOSAMPLER(_FurTexture); float4 _FurTexture_ST;
UNITY_DECLARE_TEX2D_NOSAMPLER(_FurHeightMap); float4 _FurHeightMap_ST;
UNITY_DECLARE_TEX2D_NOSAMPLER(_FurMask); float4 _FurMask_ST;
float _FurAO;
float4 _FurColor;
float _FurLayers;
float _FurMinDistance;
float _FurMaxDistance;
float _FurHeightMapMin;
float _FurHeightMapMax;
float _FurDebug;
float _AoRampMin;
float _AoRampMax;
float _FurTipAlpha;
float _FurFadeStart;
//globals
half furHeightMap;
half furMask;
void calculateFur()
{
furHeightMap = UNITY_SAMPLE_TEX2D_SAMPLER(_FurHeightMap, _MainTex, TRANSFORM_TEX(poiMesh.uv[0], _FurHeightMap)).x;
furHeightMap = remap(furHeightMap, 0, _FurHeightMapMax, _FurHeightMapMin, 1);
furMask = poiMax(UNITY_SAMPLE_TEX2D_SAMPLER(_FurMask, _MainTex, TRANSFORM_TEX(poiMesh.uv[0], _FurMask)).xyz);
half3 furTexture = UNITY_SAMPLE_TEX2D_SAMPLER(_FurTexture, _MainTex, TRANSFORM_TEX(poiMesh.uv[0], _FurTexture));
clip(furHeightMap - poiMesh.furAlpha);
clip(furMask - poiMesh.furAlpha);
albedo.rgb = lerp(mainTexture.rgb, furTexture.rgb * _FurColor.rgb, ceil(poiMesh.furAlpha));
albedo.rgb *= lerp(1, smoothstep(_AoRampMin, _AoRampMax, furHeightMap), _FurAO * furMask);
albedo.a *= smoothstep(1.01, _FurTipAlpha, remapClamped(poiMesh.furAlpha, _FurFadeStart, 1, 0, 1)) + _AlphaMod;
}
#endif