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

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2023-07-16 02:51:23 +00:00
#ifndef POI_RGBMASK
#define POI_RGBMASK
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_RGBMask); float4 _RGBMask_ST;
#endif
#if defined(PROP_REDTEXURE) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_RedTexure); float4 _RedTexure_ST;
#endif
#if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_GreenTexture); float4 _GreenTexture_ST;
#endif
#if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_BlueTexture); float4 _BlueTexture_ST;
#endif
#if defined(PROP_ALPHATEXTURE) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_AlphaTexture); float4 _AlphaTexture_ST;
#endif
#ifdef GEOM_TYPE_MESH
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
#endif
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
#endif
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
#endif
POI_NORMAL_NOSAMPLER(_RgbNormalR);
POI_NORMAL_NOSAMPLER(_RgbNormalG);
POI_NORMAL_NOSAMPLER(_RgbNormalB);
POI_NORMAL_NOSAMPLER(_RgbNormalA);
float _RgbNormalsEnabled;
#endif
float4 _RedColor;
float4 _GreenColor;
float4 _BlueColor;
float4 _AlphaColor;
float2 _RGBMaskPanning;
float2 _RGBRedPanning;
float2 _RGBGreenPanning;
float2 _RGBBluePanning;
float2 _RGBAlphaPanning;
float _RGBBlendMultiplicative;
float _RGBMaskUV;
float _RGBRed_UV;
float _RGBGreen_UV;
float _RGBBlue_UV;
float _RGBAlpha_UV;
float _RGBUseVertexColors;
float _RGBNormalBlend;
static float4 rgbMask;
void calculateRGBNormals(inout half3 mainTangentSpaceNormal)
{
#ifdef GEOM_TYPE_MESH
#ifndef RGB_MASK_TEXTURE
#define RGB_MASK_TEXTURE
UNITY_BRANCH
if (_RGBUseVertexColors)
{
rgbMask = poiMesh.vertexColor;
}
else
{
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiMesh.uv[_RGBMaskUV], _RGBMaskPanning);
#else
rgbMask = 1;
#endif
}
#endif
UNITY_BRANCH
if(_RgbNormalsEnabled)
{
UNITY_BRANCH
if(_RGBNormalBlend == 0)
{
UNITY_BRANCH
if(_RgbNormalRScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalR, _MainTex, poiMesh.uv[_RgbNormalRUV], _RgbNormalRPan), _RgbNormalRScale);
mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.r);
}
UNITY_BRANCH
if(_RgbNormalGScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalG, _MainTex, poiMesh.uv[_RgbNormalGUV], _RgbNormalGPan), _RgbNormalGScale);
mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.g);
}
UNITY_BRANCH
if(_RgbNormalBScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalB, _MainTex, poiMesh.uv[_RgbNormalBUV], _RgbNormalBPan), _RgbNormalBScale);
mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.b);
}
UNITY_BRANCH
if(_RgbNormalAScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalA, _MainTex, poiMesh.uv[_RgbNormalAUV], _RgbNormalAPan), _RgbNormalAScale);
mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.a);
}
return;
}
else
{
half3 newNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalR, _MainTex, poiMesh.uv[_RgbNormalRUV], _RgbNormalRPan), _RgbNormalRScale * rgbMask.r);
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalG, _MainTex, poiMesh.uv[_RgbNormalGUV], _RgbNormalGPan), _RgbNormalGScale * rgbMask.g);
newNormal = BlendNormals(newNormal, normalToBlendWith);
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalB, _MainTex, poiMesh.uv[_RgbNormalBUV], _RgbNormalBPan), _RgbNormalBScale * rgbMask.b);
newNormal = BlendNormals(newNormal, normalToBlendWith);
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalA, _MainTex, poiMesh.uv[_RgbNormalAUV], _RgbNormalAPan), _RgbNormalAScale * rgbMask.a);
newNormal = BlendNormals(newNormal, normalToBlendWith);
mainTangentSpaceNormal = BlendNormals(newNormal, mainTangentSpaceNormal);
return;
}
}
#endif
}
float3 calculateRGBMask(float3 baseColor)
{
//If RGB normals are in use this data will already exist
#ifndef RGB_MASK_TEXTURE
#define RGB_MASK_TEXTURE
UNITY_BRANCH
if (_RGBUseVertexColors)
{
rgbMask = poiMesh.vertexColor;
}
else
{
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiMesh.uv[_RGBMaskUV], _RGBMaskPanning);
#else
rgbMask = 1;
#endif
}
#endif
#if defined(PROP_REDTEXURE) || !defined(OPTIMIZER_ENABLED)
float4 red = POI2D_SAMPLER_PAN(_RedTexure, _MainTex, poiMesh.uv[_RGBRed_UV], _RGBRedPanning);
#else
float4 red = 1;
#endif
#if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 green = POI2D_SAMPLER_PAN(_GreenTexture, _MainTex, poiMesh.uv[_RGBGreen_UV], _RGBGreenPanning);
#else
float4 green = 1;
#endif
#if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 blue = POI2D_SAMPLER_PAN(_BlueTexture, _MainTex, poiMesh.uv[_RGBBlue_UV], _RGBBluePanning);
#else
float4 blue = 1;
#endif
#if defined(PROP_ALPHATEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 alpha = POI2D_SAMPLER_PAN(_AlphaTexture, _MainTex, poiMesh.uv[_RGBAlpha_UV], _RGBAlphaPanning);
#else
float4 alpha = 1;
#endif
UNITY_BRANCH
if(_RGBBlendMultiplicative)
{
float3 RGBColor = 1;
RGBColor = lerp(RGBColor, red.rgb * _RedColor.rgb, rgbMask.r * red.a * _RedColor.a);
RGBColor = lerp(RGBColor, green.rgb * _GreenColor.rgb, rgbMask.g * green.a * _GreenColor.a);
RGBColor = lerp(RGBColor, blue.rgb * _BlueColor.rgb, rgbMask.b * blue.a * _BlueColor.a);
RGBColor = lerp(RGBColor, alpha.rgb * _AlphaColor.rgb, rgbMask.a * alpha.a * _AlphaColor.a);
baseColor *= RGBColor;
}
else
{
baseColor = lerp(baseColor, red.rgb * _RedColor.rgb, rgbMask.r * red.a * _RedColor.a);
baseColor = lerp(baseColor, green.rgb * _GreenColor.rgb, rgbMask.g * green.a * _GreenColor.a);
baseColor = lerp(baseColor, blue.rgb * _BlueColor.rgb, rgbMask.b * blue.a * _BlueColor.a);
baseColor = lerp(baseColor, alpha.rgb * _AlphaColor.rgb, rgbMask.a * alpha.a * _AlphaColor.a);
}
return baseColor;
}
#endif