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

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2023-07-16 02:51:23 +00:00
#ifndef POI_RIM
#define POI_RIM
float4 _RimLightColor;
float _RimLightingInvert;
float _RimWidth;
float _RimStrength;
float _RimSharpness;
float _RimLightColorBias;
float _ShadowMix;
float _ShadowMixThreshold;
float _ShadowMixWidthMod;
float _EnableRimLighting;
float _RimBrighten;
uint _RimLightNormal;
POI_TEXTURE_NOSAMPLER(_RimTex);
POI_TEXTURE_NOSAMPLER(_RimMask);
POI_TEXTURE_NOSAMPLER(_RimWidthNoiseTexture);
float _RimWidthNoiseStrength;
float4 rimColor = float4(0, 0, 0, 0);
float rim = 0;
void calculateRimLighting()
{
float rimNoise = POI2D_SAMPLER_PAN(_RimWidthNoiseTexture, _MainTex, poiMesh.uv[_RimWidthNoiseTextureUV], _RimWidthNoiseTexturePan);
rimNoise = (rimNoise - .5) * _RimWidthNoiseStrength;
float viewDotNormal = abs(dot(poiCam.viewDir, poiMesh.normals[_RimLightNormal]));
UNITY_BRANCH
if (_RimLightingInvert)
{
viewDotNormal = 1 - abs(dot(poiCam.viewDir, poiMesh.normals[_RimLightNormal]));
}
_RimWidth -= rimNoise;
float rimMask = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiMesh.uv[_RimMaskUV], _RimMaskPan);
rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiMesh.uv[_RimTexUV], _RimTexPan) * _RimLightColor;
_RimWidth = lerp(_RimWidth, _RimWidth * lerp(0, 1, poiLight.lightMap - _ShadowMixThreshold) * _ShadowMixWidthMod, _ShadowMix);
rim = 1 - smoothstep(min(_RimSharpness, _RimWidth), _RimWidth, viewDotNormal);
rim *= _RimLightColor.a * rimColor.a * rimMask;
}
void applyRimColor(inout float4 finalColor)
{
finalColor.rgb = lerp(finalColor.rgb, lerp(finalColor.rgb, rimColor, _RimLightColorBias) + lerp(finalColor.rgb, rimColor, _RimLightColorBias) * _RimBrighten, rim);
}
void ApplyRimEmission(inout float3 finalEmission)
{
finalEmission += rim * lerp(finalColor.rgb, rimColor, _RimLightColorBias) * _RimStrength;
}
#endif