53 lines
2 KiB
HLSL
53 lines
2 KiB
HLSL
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#ifndef POI_RIM
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#define POI_RIM
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float4 _RimLightColor;
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float _RimLightingInvert;
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float _RimWidth;
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float _RimStrength;
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float _RimSharpness;
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float _RimLightColorBias;
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float _ShadowMix;
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float _ShadowMixThreshold;
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float _ShadowMixWidthMod;
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float _EnableRimLighting;
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float _RimBrighten;
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uint _RimLightNormal;
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POI_TEXTURE_NOSAMPLER(_RimTex);
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POI_TEXTURE_NOSAMPLER(_RimMask);
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POI_TEXTURE_NOSAMPLER(_RimWidthNoiseTexture);
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float _RimWidthNoiseStrength;
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float4 rimColor = float4(0, 0, 0, 0);
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float rim = 0;
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void calculateRimLighting()
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{
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float rimNoise = POI2D_SAMPLER_PAN(_RimWidthNoiseTexture, _MainTex, poiMesh.uv[_RimWidthNoiseTextureUV], _RimWidthNoiseTexturePan);
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rimNoise = (rimNoise - .5) * _RimWidthNoiseStrength;
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float viewDotNormal = abs(dot(poiCam.viewDir, poiMesh.normals[_RimLightNormal]));
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UNITY_BRANCH
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if (_RimLightingInvert)
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{
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viewDotNormal = 1 - abs(dot(poiCam.viewDir, poiMesh.normals[_RimLightNormal]));
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}
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_RimWidth -= rimNoise;
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float rimMask = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiMesh.uv[_RimMaskUV], _RimMaskPan);
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rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiMesh.uv[_RimTexUV], _RimTexPan) * _RimLightColor;
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_RimWidth = lerp(_RimWidth, _RimWidth * lerp(0, 1, poiLight.lightMap - _ShadowMixThreshold) * _ShadowMixWidthMod, _ShadowMix);
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rim = 1 - smoothstep(min(_RimSharpness, _RimWidth), _RimWidth, viewDotNormal);
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rim *= _RimLightColor.a * rimColor.a * rimMask;
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}
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void applyRimColor(inout float4 finalColor)
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{
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finalColor.rgb = lerp(finalColor.rgb, lerp(finalColor.rgb, rimColor, _RimLightColorBias) + lerp(finalColor.rgb, rimColor, _RimLightColorBias) * _RimBrighten, rim);
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}
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void ApplyRimEmission(inout float3 finalEmission)
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{
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finalEmission += rim * lerp(finalColor.rgb, rimColor, _RimLightColorBias) * _RimStrength;
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}
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#endif
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