res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Patreon/VoxelCubed/Includes/PoiMetal.cginc

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2023-07-16 02:51:23 +00:00
#ifndef METAL
#define METAL
samplerCUBE _CubeMap;
float _SampleWorld;
float _PurelyAdditive;
sampler2D _MetallicMap; float4 _MetallicMap_ST;
float _Metallic;
sampler2D _SmoothnessMap; float4 _SmoothnessMap_ST;
float _InvertSmoothness;
float _Smoothness;
float3 finalreflections;
float metalicMap;
float3 reflection;
float roughness;
float lighty_boy_uwu_var;
void calculateReflections(float2 uv, float3 normal, float3 cameraToVert)
{
metalicMap = tex2D(_MetallicMap, TRANSFORM_TEX(uv, _MetallicMap)) * _Metallic;
float _Smoothness_map_var = (tex2D(_SmoothnessMap, TRANSFORM_TEX(uv, _SmoothnessMap)));
if (_InvertSmoothness == 1)
{
_Smoothness_map_var = 1 - _Smoothness_map_var;
}
_Smoothness_map_var *= _Smoothness;
roughness = 1 - _Smoothness_map_var;
roughness *= 1.7 - 0.7 * roughness;
float3 reflectedDir = reflect(-cameraToVert, normal);
float4 envSample = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectedDir, roughness * UNITY_SPECCUBE_LOD_STEPS);
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if(interpolator < 0.99999)
{
//Probe 1
float4 reflectionData0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectedDir, roughness * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor0 = DecodeHDR(reflectionData0, unity_SpecCube0_HDR);
//Probe 2
float4 reflectionData1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, reflectedDir, roughness * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor1 = DecodeHDR(reflectionData1, unity_SpecCube1_HDR);
reflection = lerp(reflectionColor1, reflectionColor0, interpolator);
}
else
{
float4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectedDir, roughness * UNITY_SPECCUBE_LOD_STEPS);
reflection = DecodeHDR(reflectionData, unity_SpecCube0_HDR);
}
bool no_probe = unity_SpecCube0_HDR.a == 0 && envSample.a == 0;
lighty_boy_uwu_var = 0;
if (no_probe || _SampleWorld)
{
lighty_boy_uwu_var = 1;
reflection = texCUBElod(_CubeMap, float4(reflectedDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
}
}
void applyReflections(inout float4 finalColor, float4 finalColorBeforeLighting)
{
#ifdef FORWARD_BASE_PASS
finalreflections = reflection.rgb * lerp(finalColorBeforeLighting.rgb, 1, _PurelyAdditive);
finalColor.rgb = finalColor.rgb * (1 - metalicMap);
finalColor.rgb += (finalreflections * ((1 - roughness + metalicMap) / 2)) * lerp(1, poiLight.finalLighting, lighty_boy_uwu_var);
#endif
}
void applyAdditiveReflectiveLighting(inout float4 finalColor)
{
finalColor *= (1 - metalicMap);
}
#endif