90 lines
3 KiB
HLSL
90 lines
3 KiB
HLSL
|
#ifndef OutlineVert
|
||
|
#define OutlineVert
|
||
|
|
||
|
#include "CGI_PoiV2F.cginc"
|
||
|
|
||
|
uint _OutlineMode;
|
||
|
float4 _OutlinePersonaDirection;
|
||
|
float4 _OutlineDropShadowOffset;
|
||
|
float _OutlineUseVertexColors;
|
||
|
float _OutlineFixedSize;
|
||
|
|
||
|
sampler2D _OutlineMask; float4 _OutlineMask_ST;
|
||
|
v2f vert(appdata v)
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
v2f o;
|
||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
o.uv0.xy = v.uv0.xy;
|
||
|
o.uv0.zw = v.uv1.xy;
|
||
|
o.uv1.xy = v.uv2.xy;
|
||
|
o.uv1.zw = v.uv3.xy;
|
||
|
|
||
|
#ifdef POI_MIRROR
|
||
|
applyMirrorRenderVert(v.vertex);
|
||
|
#endif
|
||
|
|
||
|
o.uv0.xy = v.uv0 + _OutlineGlobalPan.xy * _Time.y;
|
||
|
float outlineMask = 1;
|
||
|
#ifndef SIMPLE
|
||
|
outlineMask = poiMax(tex2Dlod(_OutlineMask, float4(TRANSFORM_TEX(o.uv0.xy, _OutlineMask) + _Time.x * _OutlineTexturePan.zw, 0, 0)).rgb);
|
||
|
#endif
|
||
|
UNITY_BRANCH
|
||
|
if (_OutlineUseVertexColors == 0)
|
||
|
{
|
||
|
o.normal = UnityObjectToWorldNormal(v.normal);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
o.normal = UnityObjectToWorldNormal(v.color);
|
||
|
}
|
||
|
half offsetMultiplier = 1;
|
||
|
half distanceOffset = 1;
|
||
|
UNITY_BRANCH
|
||
|
if(_OutlineFixedSize)
|
||
|
{
|
||
|
distanceOffset *= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex).xyz);
|
||
|
}
|
||
|
|
||
|
float3 offset = o.normal * (_LineWidth / 100) * outlineMask * distanceOffset;
|
||
|
|
||
|
UNITY_BRANCH
|
||
|
if(_OutlineMode == 2)
|
||
|
{
|
||
|
float3 lightDirection = poiLight.direction = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
|
||
|
offsetMultiplier = saturate(dot(lightDirection, o.normal));
|
||
|
offset *= offsetMultiplier;
|
||
|
offset *= distanceOffset;
|
||
|
}
|
||
|
else if(_OutlineMode == 3)
|
||
|
{
|
||
|
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, o.normal);
|
||
|
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
|
||
|
|
||
|
offset *= offsetMultiplier;
|
||
|
offset *= distanceOffset;
|
||
|
}
|
||
|
else if(_OutlineMode == 4)
|
||
|
{
|
||
|
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
|
||
|
offset *= distanceOffset;
|
||
|
}
|
||
|
|
||
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex) + float4(offset, 0);
|
||
|
o.modelPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||
|
o.pos = UnityWorldToClipPos(o.worldPos);
|
||
|
o.grabPos = ComputeGrabScreenPos(o.pos);
|
||
|
o.angleAlpha = 1;
|
||
|
#ifdef POI_RANDOM
|
||
|
o.angleAlpha = ApplyAngleBasedRendering(o.modelPos, o.worldPos);
|
||
|
#endif
|
||
|
|
||
|
UNITY_TRANSFER_SHADOW(o, o.uv0);
|
||
|
UNITY_TRANSFER_FOG(o, o.pos);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#endif
|