159 lines
6.2 KiB
HLSL
159 lines
6.2 KiB
HLSL
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#ifndef POI_MAINTEXTURE
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#define POI_MAINTEXTURE
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float2 _MainTexPan;
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uint _MainTextureUV;
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POI_TEXTURE_NOSAMPLER(_BumpMap);
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POI_TEXTURE_NOSAMPLER(_AlphaMask);
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POI_TEXTURE_NOSAMPLER(_DetailMask);
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POI_TEXTURE_NOSAMPLER(_DetailNormalMap);
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POI_TEXTURE_NOSAMPLER(_DetailTex);
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POI_TEXTURE_NOSAMPLER(_MainFadeTexture);
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POI_TEXTURE_NOSAMPLER(_MainHueShiftMask);
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float4 _Color;
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float _MainVertexColoring;
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float _Saturation;
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float _BumpScale;
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float _DetailNormalMapScale;
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float2 _MainDistanceFade;
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half _MainMinAlpha;
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half _DetailTexIntensity;
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half3 _DetailTint;
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float _DetailBrightness;
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float _MainHueShiftToggle;
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float _MainHueShift;
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float _MainHueShiftSpeed;
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float _MainHueShiftReplace;
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//globals
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float alphaMask;
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half3 diffColor;
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#include "CGI_PoiBackFace.cginc"
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float3 wireframeEmission;
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inline FragmentCommonData SpecularSetup(float4 i_tex)
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{
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half4 specGloss = 0;
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half3 specColor = specGloss.rgb;
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half smoothness = specGloss.a;
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half oneMinusReflectivity;
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diffColor = EnergyConservationBetweenDiffuseAndSpecular(albedo, specColor, /*out*/ oneMinusReflectivity);
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FragmentCommonData o = (FragmentCommonData)0;
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o.diffColor = diffColor;
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o.specColor = specColor;
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o.oneMinusReflectivity = oneMinusReflectivity;
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o.smoothness = smoothness;
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return o;
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}
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inline FragmentCommonData FragmentSetup(float4 i_tex, half3 i_viewDirForParallax, float3 i_posWorld)
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{
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i_tex = i_tex;
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FragmentCommonData o = SpecularSetup(i_tex);
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o.normalWorld = float4(0, 0, 0, 1);
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o.eyeVec = poiCam.viewDir;
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o.posWorld = i_posWorld;
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// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
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o.diffColor = PreMultiplyAlpha(o.diffColor, 1, o.oneMinusReflectivity, /*out*/ o.alpha);
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return o;
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}
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void initTextureData()
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{
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mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[_MainTextureUV], _MainTex) + _Time.x * _MainTexPan);
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#if (defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS))
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#ifdef POI_MIRROR
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applyMirrorTexture();
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#endif
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#endif
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#ifndef SIMPLE
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alphaMask = POI2D_SAMPLER_PAN(_AlphaMask, _MainTex, poiMesh.uv[_AlphaMaskUV], _AlphaMaskPan);
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#else
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alphaMask = 1;
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#endif
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mainTexture.a *= alphaMask;
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#ifndef POI_SHADOW
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albedo = float4(lerp(mainTexture.rgb, dot(mainTexture.rgb, float3(0.3, 0.59, 0.11)), -_Saturation) * _Color.rgb * lerp(1, GammaToLinearSpace(poiMesh.vertexColor.rgb), _MainVertexColoring), mainTexture.a * _Color.a);
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#ifdef POI_RGBMASK
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albedo.rgb = calculateRGBMask(albedo.rgb);
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#endif
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albedo.a = saturate(_AlphaMod + albedo.a);
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wireframeEmission = 0;
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#ifdef POI_WIREFRAME
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applyWireframe(wireframeEmission, albedo);
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#endif
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applyBackFaceTexture();
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#ifdef POI_FUR
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calculateFur();
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#endif
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UNITY_BRANCH
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if(_MainHueShiftToggle)
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{
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float hueShiftAlpha = POI2D_SAMPLER_PAN(_MainHueShiftMask, _MainTex, poiMesh.uv[_MainHueShiftMaskUV], _MainHueShiftMaskPan).r;
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if(_MainHueShiftReplace)
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{
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albedo.rgb = lerp(albedo.rgb, hueShift(albedo.rgb, _MainHueShift + _MainHueShiftSpeed * _Time.x), hueShiftAlpha);
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}
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else
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{
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albedo.rgb = hueShift(albedo.rgb, frac((_MainHueShift - (1 - hueShiftAlpha) + _MainHueShiftSpeed * _Time.x)));
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}
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}
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half3 mainNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_BumpMap, _MainTex, poiMesh.uv[_BumpMapUV], _BumpMapPan), _BumpScale);
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half3 detailMask = POI2D_SAMPLER_PAN(_DetailMask, _MainTex, poiMesh.uv[_DetailMaskUV], _DetailMaskPan);
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half3 detailNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_DetailNormalMap, _MainTex, poiMesh.uv[_DetailNormalMapUV], _DetailNormalMapPan), _DetailNormalMapScale * detailMask.g);
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poiMesh.tangentSpaceNormal = poiMesh.tangentSpaceNormal = BlendNormals(mainNormal, detailNormal);
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//float4 detailTexture = UNITY_SAMPLE_TEX2D_SAMPLER(_DetailTex, _MainTex, TRANSFORM_TEX(poiMesh.uv[_DetailTexUV], _DetailTex) + _Time.x * _DetailTexPan);
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half3 detailTexture = POI2D_SAMPLER_PAN(_DetailTex, _MainTex, poiMesh.uv[_DetailTexUV], _DetailTexPan).rgb * _DetailTint.rgb;
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albedo.rgb *= LerpWhiteTo(detailTexture * _DetailBrightness * unity_ColorSpaceDouble.rgb, detailMask.r * _DetailTexIntensity);
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albedo.rgb = saturate(albedo.rgb);
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poiMesh.normals[1] = normalize(
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poiMesh.tangentSpaceNormal.x * poiMesh.tangent +
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poiMesh.tangentSpaceNormal.y * poiMesh.binormal +
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poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
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);
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poiCam.viewDotNormal = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
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#ifdef POI_HOLOGRAM
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ApplyHoloAlpha(albedo);
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#endif
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s = FragmentSetup(float4(poiMesh.uv[0], 1, 1), poiCam.viewDir, poiMesh.worldPos);
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#endif
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#ifdef DISTORT
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calculateDissolve();
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#endif
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}
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void distanceFade()
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{
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half fadeMap = POI2D_SAMPLER_PAN(_MainFadeTexture, _MainTex, poiMesh.uv[_MainFadeTextureUV], _MainFadeTexturePan);
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if (fadeMap)
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{
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half fadeValue = max(smoothstep(_MainDistanceFade.x, _MainDistanceFade.y, poiCam.distanceToVert), _MainMinAlpha);
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albedo.a *= fadeValue;
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}
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}
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#endif
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